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-rw-r--r--servers/rendering/renderer_rd/SCsub3
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.cpp48
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h28
-rw-r--r--servers/rendering/renderer_rd/effects/SCsub5
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.cpp475
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.h120
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp1191
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h346
-rw-r--r--servers/rendering/renderer_rd/effects/resolve.cpp130
-rw-r--r--servers/rendering/renderer_rd/effects/resolve.h74
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp1715
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h508
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.cpp257
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.h152
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp174
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.h75
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp2186
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h722
-rw-r--r--servers/rendering/renderer_rd/environment/SCsub5
-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp1205
-rw-r--r--servers/rendering/renderer_rd/environment/fog.h328
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp (renamed from servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp)1870
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h (renamed from servers/rendering/renderer_rd/renderer_scene_gi_rd.h)278
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp (renamed from servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp)732
-rw-r--r--servers/rendering/renderer_rd/environment/sky.h (renamed from servers/rendering/renderer_rd/renderer_scene_sky_rd.h)113
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp1543
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h218
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp416
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h138
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp824
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h142
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp204
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h94
-rw-r--r--servers/rendering/renderer_rd/framebuffer_cache_rd.cpp64
-rw-r--r--servers/rendering/renderer_rd/framebuffer_cache_rd.h310
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.cpp12
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.h10
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp553
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h64
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp106
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h63
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp126
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.h155
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp2708
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h540
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp9556
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h2379
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp1559
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.h132
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp61
-rw-r--r--servers/rendering/renderer_rd/shader_rd.h21
-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub5
-rw-r--r--servers/rendering/renderer_rd/shaders/blit.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl21
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl53
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_sdf.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_store.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/SCsub17
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl (renamed from servers/rendering/renderer_rd/shaders/blur_raster.glsl)18
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl (renamed from servers/rendering/renderer_rd/shaders/bokeh_dof.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl (renamed from servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl (renamed from servers/rendering/renderer_rd/shaders/copy.glsl)111
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl (renamed from servers/rendering/renderer_rd/shaders/copy_to_fb.glsl)70
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl (renamed from servers/rendering/renderer_rd/shaders/cube_to_dp.glsl)4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler.glsl (renamed from servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl (renamed from servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_filter.glsl (renamed from servers/rendering/renderer_rd/shaders/cubemap_filter.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl (renamed from servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl)4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl (renamed from servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl)26
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl)23
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl (renamed from servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl)24
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/resolve.glsl (renamed from servers/rendering/renderer_rd/shaders/resolve.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl (renamed from servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl)55
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl (renamed from servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl)22
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl28
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl (renamed from servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl)50
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl112
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_downsample.glsl)25
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao.glsl)5
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_blur.glsl)16
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl)9
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_interleave.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil.glsl444
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl144
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl125
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl122
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/tonemap.glsl (renamed from servers/rendering/renderer_rd/shaders/tonemap.glsl)143
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/vrs.glsl72
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/SCsub17
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl (renamed from servers/rendering/renderer_rd/shaders/gi.glsl)194
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl (renamed from servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl)28
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl (renamed from servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl)52
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl (renamed from servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl)4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl (renamed from servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl (renamed from servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl)6
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl (renamed from servers/rendering/renderer_rd/shaders/sky.glsl)17
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl309
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl782
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl (renamed from servers/rendering/renderer_rd/shaders/voxel_gi.glsl)5
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl (renamed from servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl)58
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/voxel_gi_sdf.glsl (renamed from servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl)9
-rw-r--r--servers/rendering/renderer_rd/shaders/fsr_upscale.glsl173
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl54
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl46
-rw-r--r--servers/rendering/renderer_rd/shaders/roughness_limiter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl476
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl72
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl257
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl258
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/sort.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/specular_merge.glsl53
-rw-r--r--servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/taa_resolve.glsl394
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl703
-rw-r--r--servers/rendering/renderer_rd/storage_rd/SCsub5
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp810
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.h368
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp2704
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.h421
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp1937
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.h698
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp1922
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.h562
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp2857
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.h600
-rw-r--r--servers/rendering/renderer_rd/storage_rd/utilities.cpp344
-rw-r--r--servers/rendering/renderer_rd/storage_rd/utilities.h122
-rw-r--r--servers/rendering/renderer_rd/uniform_set_cache_rd.cpp64
-rw-r--r--servers/rendering/renderer_rd/uniform_set_cache_rd.h223
143 files changed, 30893 insertions, 23325 deletions
diff --git a/servers/rendering/renderer_rd/SCsub b/servers/rendering/renderer_rd/SCsub
index 64e613ab91..10b83dca11 100644
--- a/servers/rendering/renderer_rd/SCsub
+++ b/servers/rendering/renderer_rd/SCsub
@@ -4,6 +4,9 @@ Import("env")
env.add_source_files(env.servers_sources, "*.cpp")
+SConscript("effects/SCsub")
+SConscript("environment/SCsub")
SConscript("forward_clustered/SCsub")
SConscript("forward_mobile/SCsub")
SConscript("shaders/SCsub")
+SConscript("storage_rd/SCsub")
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
index b952ecbff0..1bb45cbcc1 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -269,7 +269,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
cluster_render_buffer = RD::get_singleton()->storage_buffer_create(cluster_render_buffer_size);
cluster_buffer = RD::get_singleton()->storage_buffer_create(cluster_buffer_size);
- render_elements = (RenderElementData *)memalloc(sizeof(RenderElementData *) * render_element_max);
+ render_elements = static_cast<RenderElementData *>(memalloc(sizeof(RenderElementData *) * render_element_max));
render_element_count = 0;
element_buffer = RD::get_singleton()->storage_buffer_create(sizeof(RenderElementData) * render_element_max);
@@ -287,21 +287,21 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 1;
- u.ids.push_back(state_uniform);
+ u.append_id(state_uniform);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
- u.ids.push_back(element_buffer);
+ u.append_id(element_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 3;
- u.ids.push_back(cluster_render_buffer);
+ u.append_id(cluster_render_buffer);
uniforms.push_back(u);
}
@@ -314,14 +314,14 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
- u.ids.push_back(cluster_render_buffer);
+ u.append_id(cluster_render_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
- u.ids.push_back(cluster_buffer);
+ u.append_id(cluster_buffer);
uniforms.push_back(u);
}
@@ -329,7 +329,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 3;
- u.ids.push_back(element_buffer);
+ u.append_id(element_buffer);
uniforms.push_back(u);
}
@@ -342,14 +342,14 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
- u.ids.push_back(cluster_buffer);
+ u.append_id(cluster_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
- u.ids.push_back(p_color_buffer);
+ u.append_id(p_color_buffer);
uniforms.push_back(u);
}
@@ -357,14 +357,14 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 3;
- u.ids.push_back(p_depth_buffer);
+ u.append_id(p_depth_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 4;
- u.ids.push_back(p_depth_buffer_sampler);
+ u.append_id(p_depth_buffer_sampler);
uniforms.push_back(u);
}
@@ -374,7 +374,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
}
}
-void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y) {
+void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y) {
view_xform = p_view_transform.affine_inverse();
projection = p_cam_projection;
z_near = projection.get_z_near();
@@ -385,7 +385,7 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMa
adjusted_projection.adjust_perspective_znear(0.0001);
}
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(p_flip_y);
projection = correction * projection;
adjusted_projection = correction * adjusted_projection;
@@ -398,7 +398,7 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMa
}
void ClusterBuilderRD::bake_cluster() {
- RENDER_TIMESTAMP(">Bake Cluster");
+ RENDER_TIMESTAMP("> Bake 3D Cluster");
RD::get_singleton()->draw_command_begin_label("Bake Light Cluster");
@@ -413,7 +413,7 @@ void ClusterBuilderRD::bake_cluster() {
StateUniform state;
- RendererStorageRD::store_camera(adjusted_projection, state.projection);
+ RendererRD::MaterialStorage::store_camera(adjusted_projection, state.projection);
state.inv_z_far = 1.0 / z_far;
state.screen_to_clusters_shift = get_shift_from_power_of_2(cluster_size);
state.screen_to_clusters_shift -= divisor; //screen is smaller, shift one less
@@ -429,7 +429,7 @@ void ClusterBuilderRD::bake_cluster() {
RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
- RENDER_TIMESTAMP("Render Elements");
+ RENDER_TIMESTAMP("Render 3D Cluster Elements");
//render elements
{
@@ -460,21 +460,13 @@ void ClusterBuilderRD::bake_cluster() {
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterRender::PushConstant));
uint32_t instances = 1;
-#if 0
- for (uint32_t j = i+1; j < element_count; j++) {
- if (elements[i].type!=elements[j].type) {
- break;
- }
- instances++;
- }
-#endif
RD::get_singleton()->draw_list_draw(draw_list, true, instances);
i += instances;
}
RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_COMPUTE);
}
//store elements
- RENDER_TIMESTAMP("Pack Elements");
+ RENDER_TIMESTAMP("Pack 3D Cluster Elements");
{
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@@ -500,7 +492,7 @@ void ClusterBuilderRD::bake_cluster() {
} else {
RD::get_singleton()->barrier(RD::BARRIER_MASK_TRANSFER, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
}
- RENDER_TIMESTAMP("<Bake Cluster");
+ RENDER_TIMESTAMP("< Bake 3D Cluster");
RD::get_singleton()->draw_command_end_label();
}
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index c0c03eb26a..17ca1986c6 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,10 +31,10 @@
#ifndef CLUSTER_BUILDER_RD_H
#define CLUSTER_BUILDER_RD_H
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/cluster_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cluster_render.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cluster_store.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
class ClusterBuilderSharedDataRD {
friend class ClusterBuilderRD;
@@ -168,8 +168,8 @@ private:
uint32_t render_element_max = 0;
Transform3D view_xform;
- CameraMatrix adjusted_projection;
- CameraMatrix projection;
+ Projection adjusted_projection;
+ Projection projection;
float z_far = 0;
float z_near = 0;
bool orthogonal = false;
@@ -220,7 +220,7 @@ private:
public:
void setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer);
- void begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y);
+ void begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y);
_FORCE_INLINE_ void add_light(LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {
if (p_type == LIGHT_TYPE_OMNI && cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT] == max_elements_by_type) {
@@ -261,7 +261,7 @@ public:
e.type = ELEMENT_TYPE_OMNI_LIGHT;
e.original_index = cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT];
- RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+ RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT]++;
@@ -289,11 +289,11 @@ public:
e.touches_near = min_d < z_near;
} else {
//contains camera inside light
- Plane base_plane(xform.origin, -xform.basis.get_axis(Vector3::AXIS_Z));
+ Plane base_plane(-xform.basis.get_column(Vector3::AXIS_Z), xform.origin);
float dist = base_plane.distance_to(Vector3());
if (dist >= 0 && dist < radius) {
//inside, check angle
- float angle = Math::rad2deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_axis(Vector3::AXIS_Z))));
+ float angle = Math::rad2deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z))));
e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit
} else {
e.touches_near = false;
@@ -309,7 +309,7 @@ public:
e.type = ELEMENT_TYPE_SPOT_LIGHT;
e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; //use omni since they share index
- RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+ RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]++;
}
@@ -331,9 +331,9 @@ public:
//extract scale and scale the matrix by it, makes things simpler
Vector3 scale = p_half_extents;
for (uint32_t i = 0; i < 3; i++) {
- float s = xform.basis.elements[i].length();
+ float s = xform.basis.rows[i].length();
scale[i] *= s;
- xform.basis.elements[i] /= s;
+ xform.basis.rows[i] /= s;
};
float box_depth = Math::abs(xform.basis.xform_inv(Vector3(0, 0, -1)).dot(scale));
@@ -356,7 +356,7 @@ public:
e.type = (p_box_type == BOX_TYPE_DECAL) ? ELEMENT_TYPE_DECAL : ELEMENT_TYPE_REFLECTION_PROBE;
e.original_index = cluster_count_by_type[e.type];
- RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+ RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
cluster_count_by_type[e.type]++;
render_element_count++;
@@ -375,4 +375,4 @@ public:
~ClusterBuilderRD();
};
-#endif // CLUSTER_BUILDER_H
+#endif // CLUSTER_BUILDER_RD_H
diff --git a/servers/rendering/renderer_rd/effects/SCsub b/servers/rendering/renderer_rd/effects/SCsub
new file mode 100644
index 0000000000..86681f9c74
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.servers_sources, "*.cpp")
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
new file mode 100644
index 0000000000..cc7441776d
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
@@ -0,0 +1,475 @@
+/*************************************************************************/
+/* bokeh_dof.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "bokeh_dof.h"
+#include "copy_effects.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+BokehDOF::BokehDOF(bool p_prefer_raster_effects) {
+ prefer_raster_effects = p_prefer_raster_effects;
+
+ // Initialize bokeh
+ Vector<String> bokeh_modes;
+ bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
+ bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
+ if (prefer_raster_effects) {
+ bokeh.raster_shader.initialize(bokeh_modes);
+
+ bokeh.shader_version = bokeh.raster_shader.version_create();
+
+ const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
+ for (int i = 0; i < BOKEH_MAX; i++) {
+ RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
+ bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
+ } else {
+ bokeh.compute_shader.initialize(bokeh_modes);
+ bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
+ bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
+ bokeh.shader_version = bokeh.compute_shader.version_create();
+
+ for (int i = 0; i < BOKEH_MAX; i++) {
+ if (bokeh.compute_shader.is_variant_enabled(i)) {
+ bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
+ }
+ }
+
+ for (int i = 0; i < BOKEH_MAX; i++) {
+ bokeh.raster_pipelines[i].clear();
+ }
+ }
+}
+
+BokehDOF::~BokehDOF() {
+ if (prefer_raster_effects) {
+ bokeh.raster_shader.version_free(bokeh.shader_version);
+ } else {
+ bokeh.compute_shader.version_free(bokeh.shader_version);
+ }
+}
+
+void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ // setup our push constant
+ memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
+ bokeh.push_constant.blur_far_active = p_dof_far;
+ bokeh.push_constant.blur_far_begin = p_dof_far_begin;
+ bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
+
+ bokeh.push_constant.blur_near_active = p_dof_near;
+ bokeh.push_constant.blur_near_begin = p_dof_near_begin;
+ bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
+ bokeh.push_constant.use_jitter = p_use_jitter;
+ bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
+
+ bokeh.push_constant.z_near = p_cam_znear;
+ bokeh.push_constant.z_far = p_cam_zfar;
+ bokeh.push_constant.orthogonal = p_cam_orthogonal;
+ bokeh.push_constant.blur_size = p_bokeh_size;
+
+ bokeh.push_constant.second_pass = false;
+ bokeh.push_constant.half_size = false;
+
+ bokeh.push_constant.blur_scale = 0.5;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
+ RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
+ RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
+ RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
+ RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
+
+ RD::Uniform u_base_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.base_texture);
+ RD::Uniform u_secondary_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.secondary_texture);
+ RD::Uniform u_half_image0(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[0]);
+ RD::Uniform u_half_image1(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[1]);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ /* FIRST PASS */
+ // The alpha channel of the source color texture is filled with the expected circle size
+ // If used for DOF far, the size is positive, if used for near, its negative.
+
+ RID shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_texture), 1);
+
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+ //second pass
+ BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
+ shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[mode]);
+
+ static const int quality_samples[4] = { 6, 12, 12, 24 };
+
+ bokeh.push_constant.steps = quality_samples[p_quality];
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
+
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+ bokeh.push_constant.blur_size *= 0.5;
+
+ } else {
+ //medium and high quality use full size
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_secondary_image), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //third pass
+ bokeh.push_constant.second_pass = true;
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_secondary_texture), 1);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ //forth pass, upscale for low quality
+
+ shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture1), 1);
+
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.second_pass = false;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
+ }
+ } else {
+ //circle
+
+ shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BOKEH_CIRCULAR);
+ ERR_FAIL_COND(shader.is_null());
+
+ //second pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
+
+ static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
+
+ bokeh.push_constant.steps = 0;
+ bokeh.push_constant.blur_scale = quality_scale[p_quality];
+
+ //circle always runs in half size, otherwise too expensive
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
+
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //circle is just one pass, then upscale
+
+ // upscale
+
+ shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
+
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.second_pass = false;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field with the clustered renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ // setup our base push constant
+ memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
+
+ bokeh.push_constant.orthogonal = p_cam_orthogonal;
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
+ bokeh.push_constant.z_far = p_cam_zfar;
+ bokeh.push_constant.z_near = p_cam_znear;
+
+ bokeh.push_constant.second_pass = false;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.blur_size = p_dof_blur_amount;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
+ RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
+ RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
+ RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
+ RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
+ RD::Uniform u_weight_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[0] }));
+ RD::Uniform u_weight_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[1] }));
+ RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] }));
+ RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] }));
+
+ if (p_dof_far || p_dof_near) {
+ if (p_dof_far) {
+ bokeh.push_constant.blur_far_active = true;
+ bokeh.push_constant.blur_far_begin = p_dof_far_begin;
+ bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
+ }
+
+ if (p_dof_near) {
+ bokeh.push_constant.blur_near_active = true;
+ bokeh.push_constant.blur_near_begin = p_dof_near_begin;
+ bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size;
+ }
+
+ {
+ // generate our depth data
+ RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
+ ERR_FAIL_COND(shader.is_null());
+
+ RID framebuffer = p_buffers.base_weight_fb;
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_depth_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+ // double pass approach
+ BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
+
+ RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+ bokeh.push_constant.blur_size *= 0.5;
+ }
+
+ static const int quality_samples[4] = { 6, 12, 12, 24 };
+ bokeh.push_constant.blur_scale = 0.5;
+ bokeh.push_constant.steps = quality_samples[p_quality];
+
+ RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
+
+ // Pass 1
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ // Pass 2
+ if (!bokeh.push_constant.half_size) {
+ // do not output weight, we're writing back into our base buffer
+ mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
+
+ shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+ }
+ bokeh.push_constant.second_pass = true;
+
+ framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb;
+ RD::Uniform texture = bokeh.push_constant.half_size ? u_half_texture0 : u_secondary_texture;
+ RD::Uniform weight = bokeh.push_constant.half_size ? u_weight_texture2 : u_weight_texture1;
+
+ draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, texture), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, weight), 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ if (bokeh.push_constant.half_size) {
+ // Compose pass
+ mode = BOKEH_COMPOSITE;
+ shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ framebuffer = p_buffers.base_fb;
+
+ draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture1), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture3), 1);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ } else {
+ // circular is a single pass approach
+ BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR;
+
+ RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ {
+ // circle always runs in half size, otherwise too expensive (though the code below does support making this optional)
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+ // bokeh.push_constant.blur_size *= 0.5;
+ }
+
+ static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
+ bokeh.push_constant.blur_scale = quality_scale[p_quality];
+ bokeh.push_constant.steps = 0.0;
+
+ RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ if (bokeh.push_constant.half_size) {
+ // Compose
+ mode = BOKEH_COMPOSITE;
+ shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ framebuffer = p_buffers.base_fb;
+
+ draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture0), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture2), 1);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ } else {
+ CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb);
+ }
+ }
+ }
+}
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h
new file mode 100644
index 0000000000..30b33be168
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.h
@@ -0,0 +1,120 @@
+/*************************************************************************/
+/* bokeh_dof.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef BOKEH_DOF_RD_H
+#define BOKEH_DOF_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class BokehDOF {
+private:
+ bool prefer_raster_effects;
+
+ struct BokehPushConstant {
+ uint32_t size[2];
+ float z_far;
+ float z_near;
+
+ uint32_t orthogonal;
+ float blur_size;
+ float blur_scale;
+ uint32_t steps;
+
+ uint32_t blur_near_active;
+ float blur_near_begin;
+ float blur_near_end;
+ uint32_t blur_far_active;
+
+ float blur_far_begin;
+ float blur_far_end;
+ uint32_t second_pass;
+ uint32_t half_size;
+
+ uint32_t use_jitter;
+ float jitter_seed;
+ uint32_t pad[2];
+ };
+
+ enum BokehMode {
+ BOKEH_GEN_BLUR_SIZE,
+ BOKEH_GEN_BOKEH_BOX,
+ BOKEH_GEN_BOKEH_BOX_NOWEIGHT,
+ BOKEH_GEN_BOKEH_HEXAGONAL,
+ BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
+ BOKEH_GEN_BOKEH_CIRCULAR,
+ BOKEH_COMPOSITE,
+ BOKEH_MAX
+ };
+
+ struct Bokeh {
+ BokehPushConstant push_constant;
+ BokehDofShaderRD compute_shader;
+ BokehDofRasterShaderRD raster_shader;
+ RID shader_version;
+ RID compute_pipelines[BOKEH_MAX];
+ PipelineCacheRD raster_pipelines[BOKEH_MAX];
+ } bokeh;
+
+public:
+ struct BokehBuffers {
+ // bokeh buffers
+
+ // textures
+ Size2i base_texture_size;
+ RID base_texture;
+ RID depth_texture;
+ RID secondary_texture;
+ RID half_texture[2];
+
+ // raster only
+ RID base_fb;
+ RID secondary_fb; // with weights
+ RID half_fb[2]; // with weights
+ RID base_weight_fb;
+ RID weight_texture[4];
+ };
+
+ BokehDOF(bool p_prefer_raster_effects);
+ ~BokehDOF();
+
+ void bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+ void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+};
+
+} // namespace RendererRD
+
+#endif // BOKEH_DOF_RD_H
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
new file mode 100644
index 0000000000..5507483cee
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -0,0 +1,1191 @@
+/*************************************************************************/
+/* copy_effects.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "copy_effects.h"
+#include "core/config/project_settings.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+#include "thirdparty/misc/cubemap_coeffs.h"
+
+using namespace RendererRD;
+
+CopyEffects *CopyEffects::singleton = nullptr;
+
+CopyEffects *CopyEffects::get_singleton() {
+ return singleton;
+}
+
+CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
+ singleton = this;
+ prefer_raster_effects = p_prefer_raster_effects;
+
+ if (prefer_raster_effects) {
+ // init blur shader (on compute use copy shader)
+
+ Vector<String> blur_modes;
+ blur_modes.push_back("\n#define MODE_MIPMAP\n"); // BLUR_MIPMAP
+ blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR
+ blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
+ blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
+ blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
+
+ blur_raster.shader.initialize(blur_modes);
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+ blur_raster.shader_version = blur_raster.shader.version_create();
+
+ for (int i = 0; i < BLUR_MODE_MAX; i++) {
+ blur_raster.pipelines[i].setup(blur_raster.shader.version_get_shader(blur_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+
+ } else {
+ // not used in clustered
+ for (int i = 0; i < BLUR_MODE_MAX; i++) {
+ blur_raster.pipelines[i].clear();
+ }
+
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n");
+ copy_modes.push_back("\n#define MODE_SET_COLOR\n");
+ copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_MIPMAP\n");
+ copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
+ copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n");
+ copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n");
+
+ copy.shader.initialize(copy_modes);
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ copy.shader_version = copy.shader.version_create();
+
+ for (int i = 0; i < COPY_MODE_MAX; i++) {
+ if (copy.shader.is_variant_enabled(i)) {
+ copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
+ }
+ }
+ }
+
+ {
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n"); // COPY_TO_FB_COPY
+ copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n"); // COPY_TO_FB_COPY_PANORAMA_TO_DP
+ copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_COPY2
+ copy_modes.push_back("\n#define MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW
+ copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH
+
+ copy_to_fb.shader.initialize(copy_modes);
+
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW, false);
+ copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW_WITH_DEPTH, false);
+ }
+
+ copy_to_fb.shader_version = copy_to_fb.shader.version_create();
+
+ //use additive
+
+ for (int i = 0; i < COPY_TO_FB_MAX; i++) {
+ if (copy_to_fb.shader.is_variant_enabled(i)) {
+ copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ copy_to_fb.pipelines[i].clear();
+ }
+ }
+ }
+
+ {
+ // Initialize copier
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n");
+
+ cube_to_dp.shader.initialize(copy_modes);
+
+ cube_to_dp.shader_version = cube_to_dp.shader.version_create();
+ RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0);
+ RD::PipelineDepthStencilState dss;
+ dss.enable_depth_test = true;
+ dss.depth_compare_operator = RD::COMPARE_OP_ALWAYS;
+ dss.enable_depth_write = true;
+ cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0);
+ }
+
+ {
+ //Initialize cubemap downsampler
+ Vector<String> cubemap_downsampler_modes;
+ cubemap_downsampler_modes.push_back("");
+
+ if (prefer_raster_effects) {
+ cubemap_downsampler.raster_shader.initialize(cubemap_downsampler_modes);
+
+ cubemap_downsampler.shader_version = cubemap_downsampler.raster_shader.version_create();
+
+ cubemap_downsampler.raster_pipeline.setup(cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ cubemap_downsampler.compute_shader.initialize(cubemap_downsampler_modes);
+
+ cubemap_downsampler.shader_version = cubemap_downsampler.compute_shader.version_create();
+
+ cubemap_downsampler.compute_pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0));
+ cubemap_downsampler.raster_pipeline.clear();
+ }
+ }
+
+ {
+ // Initialize cubemap filter
+ filter.use_high_quality = GLOBAL_GET("rendering/reflections/sky_reflections/fast_filter_high_quality");
+
+ Vector<String> cubemap_filter_modes;
+ cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n");
+ cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n");
+ cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n#define USE_TEXTURE_ARRAY\n");
+ cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n#define USE_TEXTURE_ARRAY\n");
+
+ if (filter.use_high_quality) {
+ filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs));
+ RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0]);
+ } else {
+ filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs));
+ RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0]);
+ }
+
+ if (prefer_raster_effects) {
+ filter.raster_shader.initialize(cubemap_filter_modes);
+
+ // array variants are not supported in raster
+ filter.raster_shader.set_variant_enabled(FILTER_MODE_HIGH_QUALITY_ARRAY, false);
+ filter.raster_shader.set_variant_enabled(FILTER_MODE_LOW_QUALITY_ARRAY, false);
+
+ filter.shader_version = filter.raster_shader.version_create();
+
+ for (int i = 0; i < FILTER_MODE_MAX; i++) {
+ if (filter.raster_shader.is_variant_enabled(i)) {
+ filter.raster_pipelines[i].setup(filter.raster_shader.version_get_shader(filter.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ filter.raster_pipelines[i].clear();
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(filter.coefficient_buffer);
+ uniforms.push_back(u);
+ }
+ filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.raster_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
+ } else {
+ filter.compute_shader.initialize(cubemap_filter_modes);
+ filter.shader_version = filter.compute_shader.version_create();
+
+ for (int i = 0; i < FILTER_MODE_MAX; i++) {
+ filter.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.compute_shader.version_get_shader(filter.shader_version, i));
+ filter.raster_pipelines[i].clear();
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(filter.coefficient_buffer);
+ uniforms.push_back(u);
+ }
+ filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
+ }
+ }
+
+ {
+ // Initialize roughness
+ Vector<String> cubemap_roughness_modes;
+ cubemap_roughness_modes.push_back("");
+
+ if (prefer_raster_effects) {
+ roughness.raster_shader.initialize(cubemap_roughness_modes);
+
+ roughness.shader_version = roughness.raster_shader.version_create();
+
+ roughness.raster_pipeline.setup(roughness.raster_shader.version_get_shader(roughness.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+
+ } else {
+ roughness.compute_shader.initialize(cubemap_roughness_modes);
+
+ roughness.shader_version = roughness.compute_shader.version_create();
+
+ roughness.compute_pipeline = RD::get_singleton()->compute_pipeline_create(roughness.compute_shader.version_get_shader(roughness.shader_version, 0));
+ roughness.raster_pipeline.clear();
+ }
+ }
+
+ {
+ Vector<String> specular_modes;
+ specular_modes.push_back("\n#define MODE_MERGE\n"); // SPECULAR_MERGE_ADD
+ specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n"); // SPECULAR_MERGE_SSR
+ specular_modes.push_back("\n"); // SPECULAR_MERGE_ADDITIVE_ADD
+ specular_modes.push_back("\n#define MODE_SSR\n"); // SPECULAR_MERGE_ADDITIVE_SSR
+
+ specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_MERGE\n"); // SPECULAR_MERGE_ADD_MULTIVIEW
+ specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_MERGE\n#define MODE_SSR\n"); // SPECULAR_MERGE_SSR_MULTIVIEW
+ specular_modes.push_back("\n#define USE_MULTIVIEW\n"); // SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW
+ specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_SSR\n"); // SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW
+
+ specular_merge.shader.initialize(specular_modes);
+
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADD_MULTIVIEW, false);
+ specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_SSR_MULTIVIEW, false);
+ specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW, false);
+ specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW, false);
+ }
+
+ specular_merge.shader_version = specular_merge.shader.version_create();
+
+ //use additive
+
+ RD::PipelineColorBlendState::Attachment ba;
+ ba.enable_blend = true;
+ ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.color_blend_op = RD::BLEND_OP_ADD;
+ ba.alpha_blend_op = RD::BLEND_OP_ADD;
+
+ RD::PipelineColorBlendState blend_additive;
+ blend_additive.attachments.push_back(ba);
+
+ for (int i = 0; i < SPECULAR_MERGE_MAX; i++) {
+ if (specular_merge.shader.is_variant_enabled(i)) {
+ RD::PipelineColorBlendState blend_state;
+ if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR || i == SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW || i == SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW) {
+ blend_state = blend_additive;
+ } else {
+ blend_state = RD::PipelineColorBlendState::create_disabled();
+ }
+ specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
+ }
+ }
+}
+
+CopyEffects::~CopyEffects() {
+ if (prefer_raster_effects) {
+ blur_raster.shader.version_free(blur_raster.shader_version);
+ cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version);
+ filter.raster_shader.version_free(filter.shader_version);
+ roughness.raster_shader.version_free(roughness.shader_version);
+ } else {
+ copy.shader.version_free(copy.shader_version);
+ cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version);
+ filter.compute_shader.version_free(filter.shader_version);
+ roughness.compute_shader.version_free(roughness.shader_version);
+ }
+
+ specular_merge.shader.version_free(specular_merge.shader_version);
+
+ RD::get_singleton()->free(filter.coefficient_buffer);
+
+ if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
+ RD::get_singleton()->free(filter.image_uniform_set);
+ }
+
+ if (RD::get_singleton()->uniform_set_is_valid(filter.uniform_set)) {
+ RD::get_singleton()->free(filter.uniform_set);
+ }
+
+ copy_to_fb.shader.version_free(copy_to_fb.shader_version);
+ cube_to_dp.shader.version_free(cube_to_dp.shader_version);
+
+ singleton = nullptr;
+}
+
+void CopyEffects::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_to_rect shader with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
+
+ if (p_force_luminance) {
+ copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE;
+ }
+
+ if (p_all_source) {
+ copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
+ }
+
+ if (p_alpha_to_one) {
+ copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+ RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
+
+ CopyMode mode = p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY;
+ RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_cubemap_to_panorama shader with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_panorama_size.width;
+ copy.push_constant.section[3] = p_panorama_size.height;
+ copy.push_constant.target[0] = 0;
+ copy.push_constant.target[1] = 0;
+ copy.push_constant.camera_z_far = p_lod;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_cube(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cube }));
+ RD::Uniform u_dest_panorama(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_panorama);
+
+ CopyMode mode = p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA;
+ RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cube), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_panorama), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_panorama_size.width, p_panorama_size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect shader with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+ RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
+
+ CopyMode mode = COPY_MODE_SIMPLY_COPY_DEPTH;
+ RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect_and_linearize shader with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+ copy.push_constant.camera_z_far = p_z_far;
+ copy.push_constant.camera_z_near = p_z_near;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+ RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
+
+ CopyMode mode = COPY_MODE_LINEARIZE_DEPTH;
+ RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
+
+ copy_to_fb.push_constant.use_section = true;
+ copy_to_fb.push_constant.section[0] = p_uv_rect.position.x;
+ copy_to_fb.push_constant.section[1] = p_uv_rect.position.y;
+ copy_to_fb.push_constant.section[2] = p_uv_rect.size.x;
+ copy_to_fb.push_constant.section[3] = p_uv_rect.size.y;
+
+ if (p_flip_y) {
+ copy_to_fb.push_constant.flip_y = true;
+ }
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+ CopyToFBMode mode = p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY;
+ RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = p_draw_list;
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+}
+
+void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
+
+ if (p_flip_y) {
+ copy_to_fb.push_constant.flip_y = true;
+ }
+ if (p_force_luminance) {
+ copy_to_fb.push_constant.force_luminance = true;
+ }
+ if (p_alpha_to_zero) {
+ copy_to_fb.push_constant.alpha_to_zero = true;
+ }
+ if (p_srgb) {
+ copy_to_fb.push_constant.srgb = true;
+ }
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+ CopyToFBMode mode;
+ if (p_multiview) {
+ mode = p_secondary.is_valid() ? COPY_TO_FB_MULTIVIEW_WITH_DEPTH : COPY_TO_FB_MULTIVIEW;
+ } else {
+ mode = p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY;
+ }
+
+ RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ if (p_secondary.is_valid()) {
+ // TODO may need to do this differently when reading from depth buffer for multiview
+ RD::Uniform u_secondary(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_secondary }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_secondary), 1);
+ }
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the copy with the clustered renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture }));
+
+ RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, BLUR_MODE_COPY);
+ ERR_FAIL_COND(shader.is_null());
+
+ // Just copy it back (we use our blur raster shader here)..
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = p_region.position.x;
+ copy.push_constant.section[1] = p_region.position.y;
+ copy.push_constant.section[2] = p_region.size.width;
+ copy.push_constant.section[3] = p_region.size.height;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+ RD::Uniform u_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_texture);
+
+ CopyMode mode = p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY;
+ RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ //HORIZONTAL
+ RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_texture), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
+ uint32_t base_flags = 0;
+
+ copy.push_constant.section[2] = p_size.x;
+ copy.push_constant.section[3] = p_size.y;
+
+ copy.push_constant.glow_strength = p_strength;
+ copy.push_constant.glow_bloom = p_bloom;
+ copy.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
+ copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
+ copy.push_constant.glow_exposure = p_exposure;
+ copy.push_constant.glow_white = 0; //actually unused
+ copy.push_constant.glow_luminance_cap = p_luminance_cap;
+
+ copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+ RD::Uniform u_back_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_back_texture);
+
+ RID shader = copy.shader.version_get_shader(copy.shader_version, copy_mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_back_texture), 3);
+ if (p_auto_exposure.is_valid() && p_first_pass) {
+ RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
+ }
+
+ copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+ BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
+ uint32_t base_flags = 0;
+
+ blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
+ blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
+
+ blur_raster.push_constant.glow_strength = p_strength;
+ blur_raster.push_constant.glow_bloom = p_bloom;
+ blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
+ blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
+ blur_raster.push_constant.glow_exposure = p_exposure;
+ blur_raster.push_constant.glow_white = 0; //actually unused
+ blur_raster.push_constant.glow_luminance_cap = p_luminance_cap;
+
+ blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+
+ blur_raster.push_constant.luminance_multiplier = p_luminance_multiplier;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+ RD::Uniform u_rd_texture_half(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_rd_texture_half }));
+
+ RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ //HORIZONTAL
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ if (p_auto_exposure.is_valid() && p_first_pass) {
+ RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
+ }
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
+
+ shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ //VERTICAL
+ draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_rd_texture_half), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ blur_raster.push_constant.flags = base_flags;
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the make_mipmap shader with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_size.width;
+ copy.push_constant.section[3] = p_size.height;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+ RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
+
+ CopyMode mode = COPY_MODE_MIPMAP;
+ RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+ BlurRasterMode mode = BLUR_MIPMAP;
+
+ blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
+ blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+ RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the set_color shader with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_region.size.width;
+ copy.push_constant.section[3] = p_region.size.height;
+ copy.push_constant.target[0] = p_region.position.x;
+ copy.push_constant.target[1] = p_region.position.y;
+ copy.push_constant.set_color[0] = p_color.r;
+ copy.push_constant.set_color[1] = p_color.g;
+ copy.push_constant.set_color[2] = p_color.b;
+ copy.push_constant.set_color[3] = p_color.a;
+
+ // setup our uniforms
+ RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
+
+ CopyMode mode = p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR;
+ RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ CopyToDPPushConstant push_constant;
+ push_constant.screen_rect[0] = p_rect.position.x;
+ push_constant.screen_rect[1] = p_rect.position.y;
+ push_constant.screen_rect[2] = p_rect.size.width;
+ push_constant.screen_rect[3] = p_rect.size.height;
+ push_constant.z_far = p_z_far;
+ push_constant.z_near = p_z_near;
+ push_constant.texel_size[0] = 1.0f / p_dst_size.x;
+ push_constant.texel_size[1] = 1.0f / p_dst_size.y;
+ push_constant.texel_size[0] *= p_dp_flip ? -1.0f : 1.0f; // Encode dp flip as x size sign
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+ RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER);
+}
+
+void CopyEffects::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap downsample with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ cubemap_downsampler.push_constant.face_size = p_size.x;
+ cubemap_downsampler.push_constant.face_id = 0; // we render all 6 sides to each layer in one call
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cubemap }));
+ RD::Uniform u_dest_cubemap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_cubemap }));
+
+ RID shader = cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.compute_pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_cubemap), 1);
+
+ int x_groups = (p_size.x - 1) / 8 + 1;
+ int y_groups = (p_size.y - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 6); // one z_group for each face
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap downsample with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap downsample must process one side at a time.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ cubemap_downsampler.push_constant.face_size = p_size.x;
+ cubemap_downsampler.push_constant.face_id = p_face_id;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cubemap }));
+
+ RID shader = cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap filter with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ Vector<RD::Uniform> uniforms;
+ for (int i = 0; i < p_dest_cubemap.size(); i++) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = i;
+ u.append_id(p_dest_cubemap[i]);
+ uniforms.push_back(u);
+ }
+ if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
+ RD::get_singleton()->free(filter.image_uniform_set);
+ }
+ filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, 0), 2);
+
+ // setup our uniforms
+ RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_cubemap }));
+
+ int mode = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY;
+ mode = filter.use_high_quality ? mode : mode + 1;
+
+ RID shader = filter.compute_shader.version_get_shader(filter.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.compute_pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2);
+
+ int x_groups = p_use_array ? 1792 : 342; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, 6, 1); // one y_group for each face
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap filter with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap filter must process one side at a time.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ // TODO implement!
+ CubemapFilterRasterPushConstant push_constant;
+ push_constant.mip_level = p_mip_level;
+ push_constant.face_id = p_face_id;
+
+ // setup our uniforms
+ RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_cubemap }));
+
+ CubemapFilterMode mode = filter.use_high_quality ? FILTER_MODE_HIGH_QUALITY : FILTER_MODE_LOW_QUALITY;
+
+ RID shader = filter.raster_shader.version_get_shader(filter.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap roughness with the mobile renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
+
+ roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id;
+ roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in.
+ roughness.push_constant.sample_count = p_sample_count;
+ roughness.push_constant.use_direct_write = p_roughness == 0.0;
+ roughness.push_constant.face_size = p_size;
+
+ // setup our uniforms
+ RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_rd_texture }));
+ RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_texture }));
+
+ RID shader = roughness.compute_shader.version_get_shader(roughness.shader_version, 0);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_texture), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
+
+ int x_groups = (p_size - 1) / 8 + 1;
+ int y_groups = (p_size - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, p_face_id > 9 ? 6 : 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap roughness with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap roughness must process one side at a time.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
+
+ roughness.push_constant.face_id = p_face_id;
+ roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in.
+ roughness.push_constant.sample_count = p_sample_count;
+ roughness.push_constant.use_direct_write = p_roughness == 0.0;
+ roughness.push_constant.face_size = p_size;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+ RID shader = roughness.raster_shader.version_get_shader(roughness.shader_version, 0);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::get_singleton()->draw_command_begin_label("Merge specular");
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, Vector<Color>());
+
+ int mode;
+ if (p_reflection.is_valid()) {
+ if (p_base.is_valid()) {
+ mode = SPECULAR_MERGE_SSR;
+ } else {
+ mode = SPECULAR_MERGE_ADDITIVE_SSR;
+ }
+ } else {
+ if (p_base.is_valid()) {
+ mode = SPECULAR_MERGE_ADD;
+ } else {
+ mode = SPECULAR_MERGE_ADDITIVE_ADD;
+ }
+ }
+
+ if (p_view_count > 1) {
+ mode += SPECULAR_MERGE_ADD_MULTIVIEW;
+ }
+
+ RID shader = specular_merge.shader.version_get_shader(specular_merge.shader_version, mode);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+
+ if (p_base.is_valid()) {
+ RD::Uniform u_base(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_base }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_base), 2);
+ }
+
+ RD::Uniform u_specular(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_specular }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_specular), 0);
+
+ if (p_reflection.is_valid()) {
+ RD::Uniform u_reflection(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_reflection }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_reflection), 1);
+ }
+
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ RD::get_singleton()->draw_command_end_label();
+}
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
new file mode 100644
index 0000000000..d25555eee5
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -0,0 +1,346 @@
+/*************************************************************************/
+/* copy_effects.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef COPY_EFFECTS_RD_H
+#define COPY_EFFECTS_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/copy.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class CopyEffects {
+private:
+ bool prefer_raster_effects;
+
+ // Blur raster shader
+
+ enum BlurRasterMode {
+ BLUR_MIPMAP,
+
+ BLUR_MODE_GAUSSIAN_BLUR,
+ BLUR_MODE_GAUSSIAN_GLOW,
+ BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
+ BLUR_MODE_COPY,
+
+ BLUR_MODE_MAX
+ };
+
+ enum {
+ BLUR_FLAG_HORIZONTAL = (1 << 0),
+ BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
+ BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
+ };
+
+ struct BlurRasterPushConstant {
+ float pixel_size[2];
+ uint32_t flags;
+ uint32_t pad;
+
+ //glow
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+
+ float luminance_multiplier;
+ float res1;
+ float res2;
+ float res3;
+ };
+
+ struct BlurRaster {
+ BlurRasterPushConstant push_constant;
+ BlurRasterShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[BLUR_MODE_MAX];
+ } blur_raster;
+
+ // Copy shader
+
+ enum CopyMode {
+ COPY_MODE_GAUSSIAN_COPY,
+ COPY_MODE_GAUSSIAN_COPY_8BIT,
+ COPY_MODE_GAUSSIAN_GLOW,
+ COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
+ COPY_MODE_SIMPLY_COPY,
+ COPY_MODE_SIMPLY_COPY_8BIT,
+ COPY_MODE_SIMPLY_COPY_DEPTH,
+ COPY_MODE_SET_COLOR,
+ COPY_MODE_SET_COLOR_8BIT,
+ COPY_MODE_MIPMAP,
+ COPY_MODE_LINEARIZE_DEPTH,
+ COPY_MODE_CUBE_TO_PANORAMA,
+ COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
+ COPY_MODE_MAX,
+
+ };
+
+ enum {
+ COPY_FLAG_HORIZONTAL = (1 << 0),
+ COPY_FLAG_USE_COPY_SECTION = (1 << 1),
+ COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
+ COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
+ COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
+ COPY_FLAG_FLIP_Y = (1 << 5),
+ COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
+ COPY_FLAG_ALL_SOURCE = (1 << 7),
+ COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
+ COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
+ };
+
+ struct CopyPushConstant {
+ int32_t section[4];
+ int32_t target[2];
+ uint32_t flags;
+ uint32_t pad;
+ // Glow.
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+ // DOF.
+ float camera_z_far;
+ float camera_z_near;
+ uint32_t pad2[2];
+ //SET color
+ float set_color[4];
+ };
+
+ struct Copy {
+ CopyPushConstant push_constant;
+ CopyShaderRD shader;
+ RID shader_version;
+ RID pipelines[COPY_MODE_MAX];
+
+ } copy;
+
+ // Copy to FB shader
+
+ enum CopyToFBMode {
+ COPY_TO_FB_COPY,
+ COPY_TO_FB_COPY_PANORAMA_TO_DP,
+ COPY_TO_FB_COPY2,
+
+ COPY_TO_FB_MULTIVIEW,
+ COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
+ COPY_TO_FB_MAX,
+ };
+
+ struct CopyToFbPushConstant {
+ float section[4];
+ float pixel_size[2];
+ uint32_t flip_y;
+ uint32_t use_section;
+
+ uint32_t force_luminance;
+ uint32_t alpha_to_zero;
+ uint32_t srgb;
+ uint32_t pad;
+ };
+
+ struct CopyToFb {
+ CopyToFbPushConstant push_constant;
+ CopyToFbShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[COPY_TO_FB_MAX];
+
+ } copy_to_fb;
+
+ // Copy to DP
+
+ struct CopyToDPPushConstant {
+ float z_far;
+ float z_near;
+ float texel_size[2];
+ float screen_rect[4];
+ };
+
+ struct CopyToDP {
+ CubeToDpShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipeline;
+ } cube_to_dp;
+
+ // Cubemap effects
+
+ struct CubemapDownsamplerPushConstant {
+ uint32_t face_size;
+ uint32_t face_id;
+ float pad[2];
+ };
+
+ struct CubemapDownsampler {
+ CubemapDownsamplerPushConstant push_constant;
+ CubemapDownsamplerShaderRD compute_shader;
+ CubemapDownsamplerRasterShaderRD raster_shader;
+ RID shader_version;
+ RID compute_pipeline;
+ PipelineCacheRD raster_pipeline;
+ } cubemap_downsampler;
+
+ enum CubemapFilterMode {
+ FILTER_MODE_HIGH_QUALITY,
+ FILTER_MODE_LOW_QUALITY,
+ FILTER_MODE_HIGH_QUALITY_ARRAY,
+ FILTER_MODE_LOW_QUALITY_ARRAY,
+ FILTER_MODE_MAX,
+ };
+
+ struct CubemapFilterRasterPushConstant {
+ uint32_t mip_level;
+ uint32_t face_id;
+ float pad[2];
+ };
+
+ struct CubemapFilter {
+ CubemapFilterShaderRD compute_shader;
+ CubemapFilterRasterShaderRD raster_shader;
+ RID shader_version;
+ RID compute_pipelines[FILTER_MODE_MAX];
+ PipelineCacheRD raster_pipelines[FILTER_MODE_MAX];
+
+ RID uniform_set;
+ RID image_uniform_set;
+ RID coefficient_buffer;
+ bool use_high_quality;
+
+ } filter;
+
+ struct CubemapRoughnessPushConstant {
+ uint32_t face_id;
+ uint32_t sample_count;
+ float roughness;
+ uint32_t use_direct_write;
+ float face_size;
+ float pad[3];
+ };
+
+ struct CubemapRoughness {
+ CubemapRoughnessPushConstant push_constant;
+ CubemapRoughnessShaderRD compute_shader;
+ CubemapRoughnessRasterShaderRD raster_shader;
+ RID shader_version;
+ RID compute_pipeline;
+ PipelineCacheRD raster_pipeline;
+ } roughness;
+
+ // Merge specular
+
+ enum SpecularMergeMode {
+ SPECULAR_MERGE_ADD,
+ SPECULAR_MERGE_SSR,
+ SPECULAR_MERGE_ADDITIVE_ADD,
+ SPECULAR_MERGE_ADDITIVE_SSR,
+
+ SPECULAR_MERGE_ADD_MULTIVIEW,
+ SPECULAR_MERGE_SSR_MULTIVIEW,
+ SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW,
+ SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW,
+
+ SPECULAR_MERGE_MAX
+ };
+
+ /* Specular merge must be done using raster, rather than compute
+ * because it must continue the existing color buffer
+ */
+
+ struct SpecularMerge {
+ SpecularMergeShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[SPECULAR_MERGE_MAX];
+
+ } specular_merge;
+
+ static CopyEffects *singleton;
+
+public:
+ static CopyEffects *get_singleton();
+
+ CopyEffects(bool p_prefer_raster_effects);
+ ~CopyEffects();
+
+ bool get_prefer_raster_effects() { return prefer_raster_effects; }
+
+ void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
+ void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
+ void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
+ void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
+ void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false);
+ void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
+ void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
+
+ void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
+ void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+
+ void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
+ void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
+
+ void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
+
+ void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
+ void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
+ void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size);
+ void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
+ void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level);
+
+ void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
+ void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
+
+ void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count);
+};
+
+} // namespace RendererRD
+
+#endif // COPY_EFFECTS_RD_H
diff --git a/servers/rendering/renderer_rd/effects/resolve.cpp b/servers/rendering/renderer_rd/effects/resolve.cpp
new file mode 100644
index 0000000000..6c49a2ebce
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/resolve.cpp
@@ -0,0 +1,130 @@
+/*************************************************************************/
+/* resolve.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "resolve.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+Resolve::Resolve() {
+ Vector<String> resolve_modes;
+ resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
+ resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
+ resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
+
+ resolve.shader.initialize(resolve_modes);
+
+ resolve.shader_version = resolve.shader.version_create();
+
+ for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
+ resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
+ }
+}
+
+Resolve::~Resolve() {
+ resolve.shader.version_free(resolve.shader_version);
+}
+
+void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ ResolvePushConstant push_constant;
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.samples = p_samples;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
+ RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness }));
+ RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth }));
+ RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness }));
+
+ ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI;
+ RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1);
+ if (p_source_voxel_gi.is_valid()) {
+ RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi }));
+ RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
+
+ RD::get_singleton()->compute_list_end(p_barrier);
+}
+
+void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ ResolvePushConstant push_constant;
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.samples = p_samples;
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
+ RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth);
+
+ ResolveMode mode = RESOLVE_MODE_DEPTH;
+ RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
+
+ RD::get_singleton()->compute_list_end(p_barrier);
+}
diff --git a/servers/rendering/renderer_rd/effects/resolve.h b/servers/rendering/renderer_rd/effects/resolve.h
new file mode 100644
index 0000000000..2a4cd06827
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/resolve.h
@@ -0,0 +1,74 @@
+/*************************************************************************/
+/* resolve.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RESOLVE_RD_H
+#define RESOLVE_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/resolve.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class Resolve {
+private:
+ struct ResolvePushConstant {
+ int32_t screen_size[2];
+ int32_t samples;
+ uint32_t pad;
+ };
+
+ enum ResolveMode {
+ RESOLVE_MODE_GI,
+ RESOLVE_MODE_GI_VOXEL_GI,
+ RESOLVE_MODE_DEPTH,
+ RESOLVE_MODE_MAX
+ };
+
+ struct ResolveShader {
+ ResolvePushConstant push_constant;
+ ResolveShaderRD shader;
+ RID shader_version;
+ RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
+ } resolve;
+
+public:
+ Resolve();
+ ~Resolve();
+
+ void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+};
+
+} // namespace RendererRD
+
+#endif // RESOLVE_RD_H
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
new file mode 100644
index 0000000000..0f896a8aa7
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -0,0 +1,1715 @@
+/*************************************************************************/
+/* ss_effects.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "ss_effects.h"
+
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+SSEffects *SSEffects::singleton = nullptr;
+
+static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
+ }
+ }
+}
+
+SSEffects::SSEffects() {
+ singleton = this;
+
+ {
+ // Initialize depth buffer for screen space effects
+ Vector<String> downsampler_modes;
+ downsampler_modes.push_back("\n");
+ downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
+ downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
+ downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
+ downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
+ downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
+ downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
+
+ ss_effects.downsample_shader.initialize(downsampler_modes);
+
+ ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
+
+ for (int i = 0; i < SS_EFFECTS_MAX; i++) {
+ ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
+ }
+
+ ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
+ SSEffectsGatherConstants gather_constants;
+
+ const int sub_pass_count = 5;
+ for (int pass = 0; pass < 4; pass++) {
+ for (int subPass = 0; subPass < sub_pass_count; subPass++) {
+ int a = pass;
+ int b = subPass;
+
+ int spmap[5]{ 0, 1, 4, 3, 2 };
+ b = spmap[subPass];
+
+ float ca, sa;
+ float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
+
+ ca = Math::cos(angle0);
+ sa = Math::sin(angle0);
+
+ float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
+
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
+ }
+ }
+
+ RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
+ }
+
+ // Initialize Screen Space Indirect Lighting (SSIL)
+
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n");
+ ssil_modes.push_back("\n#define SSIL_BASE\n");
+ ssil_modes.push_back("\n#define ADAPTIVE\n");
+
+ ssil.gather_shader.initialize(ssil_modes);
+
+ ssil.gather_shader_version = ssil.gather_shader.version_create();
+
+ for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
+ }
+ ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
+ }
+
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n#define GENERATE_MAP\n");
+ ssil_modes.push_back("\n#define PROCESS_MAPA\n");
+ ssil_modes.push_back("\n#define PROCESS_MAPB\n");
+
+ ssil.importance_map_shader.initialize(ssil_modes);
+
+ ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
+
+ for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP));
+ }
+ ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
+ RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(ssil.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2);
+ RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
+ }
+
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssil_modes.push_back("\n#define MODE_SMART\n");
+ ssil_modes.push_back("\n#define MODE_WIDE\n");
+
+ ssil.blur_shader.initialize(ssil_modes);
+
+ ssil.blur_shader_version = ssil.blur_shader.version_create();
+ for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
+ }
+ }
+
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssil_modes.push_back("\n#define MODE_SMART\n");
+ ssil_modes.push_back("\n#define MODE_HALF\n");
+
+ ssil.interleave_shader.initialize(ssil_modes);
+
+ ssil.interleave_shader_version = ssil.interleave_shader.version_create();
+ for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
+ }
+ }
+
+ {
+ // Initialize Screen Space Ambient Occlusion (SSAO)
+
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.max_lod = 4;
+
+ uint32_t pipeline = 0;
+ {
+ Vector<String> ssao_modes;
+
+ ssao_modes.push_back("\n");
+ ssao_modes.push_back("\n#define SSAO_BASE\n");
+ ssao_modes.push_back("\n#define ADAPTIVE\n");
+
+ ssao.gather_shader.initialize(ssao_modes);
+
+ ssao.gather_shader_version = ssao.gather_shader.version_create();
+
+ for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
+ pipeline++;
+ }
+ }
+
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define GENERATE_MAP\n");
+ ssao_modes.push_back("\n#define PROCESS_MAPA\n");
+ ssao_modes.push_back("\n#define PROCESS_MAPB\n");
+
+ ssao.importance_map_shader.initialize(ssao_modes);
+
+ ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
+
+ for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
+
+ pipeline++;
+ }
+
+ ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
+ RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(ssao.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
+ RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
+ }
+
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssao_modes.push_back("\n#define MODE_SMART\n");
+ ssao_modes.push_back("\n#define MODE_WIDE\n");
+
+ ssao.blur_shader.initialize(ssao_modes);
+
+ ssao.blur_shader_version = ssao.blur_shader.version_create();
+
+ for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
+
+ pipeline++;
+ }
+ }
+
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssao_modes.push_back("\n#define MODE_SMART\n");
+ ssao_modes.push_back("\n#define MODE_HALF\n");
+
+ ssao.interleave_shader.initialize(ssao_modes);
+
+ ssao.interleave_shader_version = ssao.interleave_shader.version_create();
+ for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
+ RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
+ pipeline++;
+ }
+ }
+
+ ERR_FAIL_COND(pipeline != SSAO_MAX);
+
+ ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
+ }
+
+ {
+ // Screen Space Reflections
+
+ Vector<RD::PipelineSpecializationConstant> specialization_constants;
+
+ {
+ RD::PipelineSpecializationConstant sc;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX
+ sc.bool_value = false;
+ specialization_constants.push_back(sc);
+ }
+
+ {
+ Vector<String> ssr_scale_modes;
+ ssr_scale_modes.push_back("\n");
+
+ ssr_scale.shader.initialize(ssr_scale_modes);
+ ssr_scale.shader_version = ssr_scale.shader.version_create();
+
+ for (int v = 0; v < SSR_VARIATIONS; v++) {
+ specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
+ ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
+ }
+ }
+
+ {
+ Vector<String> ssr_modes;
+ ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL
+ ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH
+
+ ssr.shader.initialize(ssr_modes);
+ ssr.shader_version = ssr.shader.version_create();
+
+ for (int v = 0; v < SSR_VARIATIONS; v++) {
+ specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
+ ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
+ }
+ }
+ }
+
+ {
+ Vector<String> ssr_filter_modes;
+ ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL
+ ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL
+
+ ssr_filter.shader.initialize(ssr_filter_modes);
+ ssr_filter.shader_version = ssr_filter.shader.version_create();
+
+ for (int v = 0; v < SSR_VARIATIONS; v++) {
+ specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
+ ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
+ }
+ }
+ }
+ }
+}
+
+SSEffects::~SSEffects() {
+ {
+ // Cleanup SS Reflections
+ ssr.shader.version_free(ssr.shader_version);
+ ssr_filter.shader.version_free(ssr_filter.shader_version);
+ ssr_scale.shader.version_free(ssr_scale.shader_version);
+
+ if (ssr.ubo.is_valid()) {
+ RD::get_singleton()->free(ssr.ubo);
+ }
+ }
+
+ {
+ // Cleanup SS downsampler
+ ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
+
+ RD::get_singleton()->free(ss_effects.mirror_sampler);
+ RD::get_singleton()->free(ss_effects.gather_constants_buffer);
+ }
+
+ {
+ // Cleanup SSIL
+ ssil.blur_shader.version_free(ssil.blur_shader_version);
+ ssil.gather_shader.version_free(ssil.gather_shader_version);
+ ssil.interleave_shader.version_free(ssil.interleave_shader_version);
+ ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
+
+ RD::get_singleton()->free(ssil.importance_map_load_counter);
+ RD::get_singleton()->free(ssil.projection_uniform_buffer);
+ }
+
+ {
+ // Cleanup SSAO
+ ssao.blur_shader.version_free(ssao.blur_shader_version);
+ ssao.gather_shader.version_free(ssao.gather_shader_version);
+ ssao.interleave_shader.version_free(ssao.interleave_shader_version);
+ ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
+
+ RD::get_singleton()->free(ssao.importance_map_load_counter);
+ }
+
+ singleton = nullptr;
+}
+
+/* SS Downsampler */
+
+void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ // Downsample and deinterleave the depth buffer for SSAO and SSIL
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ int downsample_mode = SS_EFFECTS_DOWNSAMPLE;
+ bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
+
+ if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF;
+ } else if (use_mips) {
+ downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
+ }
+
+ bool use_half_size = false;
+ bool use_full_mips = false;
+
+ if (p_ssao_half_size && p_ssil_half_size) {
+ downsample_mode++;
+ use_half_size = true;
+ } else if (p_ssao_half_size != p_ssil_half_size) {
+ if (use_mips) {
+ downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
+ use_full_mips = true;
+ } else {
+ // Only need the first two mipmaps, but the cost to generate the next two is trivial
+ // TODO investigate the benefit of a shader version to generate only 2 mips
+ downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
+ use_mips = true;
+ }
+ }
+
+ int depth_index = use_half_size ? 1 : 0;
+
+ RD::get_singleton()->draw_command_begin_label("Downsample Depth");
+ if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.append_id(p_depth_mipmaps[depth_index + 1]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.append_id(p_depth_mipmaps[depth_index + 2]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.append_id(p_depth_mipmaps[depth_index + 3]);
+ uniforms.push_back(u);
+ }
+ if (use_full_mips) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.append_id(p_depth_mipmaps[4]);
+ uniforms.push_back(u);
+ }
+ ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2);
+ }
+
+ float depth_linearize_mul = -p_projection.matrix[3][2];
+ float depth_linearize_add = p_projection.matrix[2][2];
+ if (depth_linearize_mul * depth_linearize_add < 0) {
+ depth_linearize_add = -depth_linearize_add;
+ }
+
+ ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
+ ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
+ ss_effects.downsample_push_constant.z_far = depth_linearize_add;
+ if (ss_effects.downsample_push_constant.orthogonal) {
+ ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
+ ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
+ }
+ ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x;
+ ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y;
+ ss_effects.downsample_push_constant.radius_sq = 1.0;
+
+ RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_buffer }));
+ RD::Uniform u_depth_mipmaps(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_depth_mipmaps[depth_index + 0] }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmaps), 1);
+ if (use_mips) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2);
+ }
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
+
+ Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1)));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
+
+ ss_effects.used_full_mips_last_frame = use_full_mips;
+ ss_effects.used_half_size_last_frame = use_half_size;
+}
+
+/* SSIL */
+
+void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
+ if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
+
+ RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] }));
+ RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] }));
+
+ ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
+ ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
+ ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
+ ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
+ ssil.gather_push_constant.pass = i;
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ssil_slice, u_edges_slice), 2);
+ RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
+
+ Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+
+ RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
+ }
+ RD::get_singleton()->compute_list_add_barrier(p_compute_list);
+}
+
+void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth) {
+ if (p_ssil_buffers.half_size != p_settings.half_size) {
+ ssil_free(p_ssil_buffers);
+ }
+
+ if (p_settings.half_size) {
+ p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
+ p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
+ p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
+ p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
+ } else {
+ p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
+ p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
+ p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
+ p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
+ }
+
+ if (p_ssil_buffers.ssil_final.is_null()) {
+ {
+ p_ssil_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, p_settings.half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = p_settings.full_screen_size.x;
+ tf.height = p_settings.full_screen_size.y;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ p_ssil_buffers.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.ssil_final, "SSIL texture");
+ RD::get_singleton()->texture_clear(p_ssil_buffers.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ if (p_ssil_buffers.last_frame.is_null()) {
+ tf.mipmaps = 6;
+ p_ssil_buffers.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.last_frame, "Last Frame Radiance");
+ RD::get_singleton()->texture_clear(p_ssil_buffers.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
+ for (uint32_t i = 0; i < 6; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.last_frame, 0, i);
+ p_ssil_buffers.last_frame_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
+ }
+ }
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = p_ssil_buffers.buffer_width;
+ tf.height = p_ssil_buffers.buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssil_buffers.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.deinterleaved, "SSIL deinterleaved buffer");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.deinterleaved, i, 0);
+ p_ssil_buffers.deinterleaved_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = p_ssil_buffers.buffer_width;
+ tf.height = p_ssil_buffers.buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssil_buffers.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.pong, "SSIL deinterleaved pong buffer");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.pong, i, 0);
+ p_ssil_buffers.pong_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = p_ssil_buffers.buffer_width;
+ tf.height = p_ssil_buffers.buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssil_buffers.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.edges, "SSIL edges buffer");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.edges, i, 0);
+ p_ssil_buffers.edges_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = p_ssil_buffers.half_buffer_width;
+ tf.height = p_ssil_buffers.half_buffer_height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssil_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[0], "SSIL Importance Map");
+ p_ssil_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[1], "SSIL Importance Map Pong");
+ }
+ p_ssil_buffers.half_size = p_settings.half_size;
+ }
+}
+
+void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
+ //Store projection info before starting the compute list
+ SSILProjectionUniforms projection_uniforms;
+ store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
+
+ RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
+
+ memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
+
+ RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ {
+ RD::get_singleton()->draw_command_begin_label("Gather Samples");
+ ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
+ ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
+
+ ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
+ ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
+ float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
+ float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
+ ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
+ ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
+ ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
+ ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
+ ssil.gather_push_constant.z_near = p_projection.get_z_near();
+ ssil.gather_push_constant.z_far = p_projection.get_z_far();
+ ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
+
+ ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25;
+ ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25;
+
+ ssil.gather_push_constant.radius = p_settings.radius;
+ float radius_near_limit = (p_settings.radius * 1.2f);
+ if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) {
+ radius_near_limit *= 1.50f;
+
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ ssil.gather_push_constant.radius *= 0.8f;
+ }
+ }
+ radius_near_limit /= tan_half_fov_y;
+ ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI;
+ ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
+ ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
+ ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
+ ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
+ ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
+
+ ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255);
+ ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
+
+ ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
+ ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
+
+ if (p_ssil_buffers.projection_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.append_id(default_mipmap_sampler);
+ u.append_id(p_ssil_buffers.last_frame);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 1;
+ u.append_id(ssil.projection_uniform_buffer);
+ uniforms.push_back(u);
+ }
+ p_ssil_buffers.projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3);
+ }
+
+ if (p_ssil_buffers.gather_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.append_id(default_sampler);
+ u.append_id(p_ssil_buffers.depth_texture_view);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.append_id(p_normal_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.append_id(ss_effects.gather_constants_buffer);
+ uniforms.push_back(u);
+ }
+ p_ssil_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0);
+ }
+
+ if (p_ssil_buffers.importance_map_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.append_id(p_ssil_buffers.pong);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 1;
+ u.append_id(default_sampler);
+ u.append_id(p_ssil_buffers.importance_map[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.append_id(ssil.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ p_ssil_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1);
+ }
+
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) {
+ RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
+ ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
+ ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
+ ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
+ //base pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
+ gather_ssil(compute_list, p_ssil_buffers.pong_slices, p_ssil_buffers.edges_slices, p_settings, true, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
+
+ //generate importance map
+ RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
+ RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[0] }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ // process Importance Map A
+ RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[0] }));
+ RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[1] }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ // process Importance Map B
+ RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[1] }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->draw_command_end_label(); // Importance Map
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
+ } else {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
+ }
+
+ gather_ssil(compute_list, p_ssil_buffers.deinterleaved_slices, p_ssil_buffers.edges_slices, p_settings, false, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
+ RD::get_singleton()->draw_command_end_label(); //Gather
+ }
+
+ {
+ RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
+ ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
+ ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
+ ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
+
+ int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
+
+ shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0);
+
+ for (int pass = 0; pass < blur_passes; pass++) {
+ int blur_pipeline = SSIL_BLUR_PASS;
+ if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ blur_pipeline = SSIL_BLUR_PASS_SMART;
+ if (pass < blur_passes - 2) {
+ blur_pipeline = SSIL_BLUR_PASS_WIDE;
+ }
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
+ if (pass % 2 == 0) {
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
+ } else {
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
+ }
+
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong_slice), 1);
+ } else {
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
+ } else {
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
+ }
+
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_slice), 1);
+ }
+
+ RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges_slice), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
+
+ int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1));
+ int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
+ if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Blur
+ }
+
+ {
+ RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
+ ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
+ ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
+ ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
+
+ int interleave_pipeline = SSIL_INTERLEAVE_HALF;
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) {
+ interleave_pipeline = SSIL_INTERLEAVE;
+ } else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
+ interleave_pipeline = SSIL_INTERLEAVE_SMART;
+ }
+
+ shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
+
+ RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.ssil_final }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
+
+ if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
+ RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
+ } else {
+ RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
+ }
+
+ RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label(); // Interleave
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // SSIL
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
+
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
+}
+
+void SSEffects::ssil_free(SSILRenderBuffers &p_ssil_buffers) {
+ if (p_ssil_buffers.ssil_final.is_valid()) {
+ RD::get_singleton()->free(p_ssil_buffers.ssil_final);
+ RD::get_singleton()->free(p_ssil_buffers.deinterleaved);
+ RD::get_singleton()->free(p_ssil_buffers.pong);
+ RD::get_singleton()->free(p_ssil_buffers.edges);
+ RD::get_singleton()->free(p_ssil_buffers.importance_map[0]);
+ RD::get_singleton()->free(p_ssil_buffers.importance_map[1]);
+ RD::get_singleton()->free(p_ssil_buffers.last_frame);
+
+ p_ssil_buffers.ssil_final = RID();
+ p_ssil_buffers.deinterleaved = RID();
+ p_ssil_buffers.pong = RID();
+ p_ssil_buffers.edges = RID();
+ p_ssil_buffers.deinterleaved_slices.clear();
+ p_ssil_buffers.pong_slices.clear();
+ p_ssil_buffers.edges_slices.clear();
+ p_ssil_buffers.importance_map[0] = RID();
+ p_ssil_buffers.importance_map[1] = RID();
+ p_ssil_buffers.last_frame = RID();
+ p_ssil_buffers.last_frame_slices.clear();
+
+ p_ssil_buffers.gather_uniform_set = RID();
+ p_ssil_buffers.importance_map_uniform_set = RID();
+ p_ssil_buffers.projection_uniform_set = RID();
+ }
+}
+
+/* SSAO */
+
+void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 0);
+ }
+
+ RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ao_slices[i] }));
+
+ ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
+ ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
+ ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
+ ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
+ ssao.gather_push_constant.pass = i;
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2);
+ RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
+
+ Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+
+ RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
+ }
+ RD::get_singleton()->compute_list_add_barrier(p_compute_list);
+}
+
+void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth) {
+ if (p_ssao_buffers.half_size != p_settings.half_size) {
+ ssao_free(p_ssao_buffers);
+ }
+
+ if (p_settings.half_size) {
+ p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
+ p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
+ p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
+ p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
+ } else {
+ p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
+ p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
+ p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
+ p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
+ }
+
+ if (p_ssao_buffers.ao_deinterleaved.is_null()) {
+ {
+ p_ssao_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, p_settings.half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = p_ssao_buffers.buffer_width;
+ tf.height = p_ssao_buffers.buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssao_buffers.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_deinterleaved, "SSAO De-interleaved Array");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_deinterleaved, i, 0);
+ p_ssao_buffers.ao_deinterleaved_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = p_ssao_buffers.buffer_width;
+ tf.height = p_ssao_buffers.buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssao_buffers.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_pong, "SSAO De-interleaved Array Pong");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_pong, i, 0);
+ p_ssao_buffers.ao_pong_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = p_ssao_buffers.buffer_width;
+ tf.height = p_ssao_buffers.buffer_height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssao_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[0], "SSAO Importance Map");
+ p_ssao_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[1], "SSAO Importance Map Pong");
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = p_settings.full_screen_size.x;
+ tf.height = p_settings.full_screen_size.y;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssao_buffers.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_final, "SSAO Final");
+ }
+ p_ssao_buffers.half_size = p_settings.half_size;
+ }
+}
+
+void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
+ /* FIRST PASS */
+
+ RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0);
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
+ /* SECOND PASS */
+ // Sample SSAO
+ {
+ RD::get_singleton()->draw_command_begin_label("Gather Samples");
+ ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
+ ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
+
+ ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
+ ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
+ float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
+ float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
+ ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
+ ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
+ ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
+ ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
+ ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
+
+ ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25;
+ ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25;
+
+ ssao.gather_push_constant.radius = p_settings.radius;
+ float radius_near_limit = (p_settings.radius * 1.2f);
+ if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) {
+ radius_near_limit *= 1.50f;
+
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ ssao.gather_push_constant.radius *= 0.8f;
+ }
+ }
+ radius_near_limit /= tan_half_fov_y;
+ ssao.gather_push_constant.intensity = p_settings.intensity;
+ ssao.gather_push_constant.shadow_power = p_settings.power;
+ ssao.gather_push_constant.shadow_clamp = 0.98;
+ ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
+ ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
+ ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
+ ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
+ ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
+
+ ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255);
+ ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
+
+ ssao.gather_push_constant.detail_intensity = p_settings.detail;
+ ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
+ ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
+
+ if (p_ssao_buffers.gather_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.append_id(default_sampler);
+ u.append_id(p_ssao_buffers.depth_texture_view);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.append_id(p_normal_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.append_id(ss_effects.gather_constants_buffer);
+ uniforms.push_back(u);
+ }
+ p_ssao_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0);
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.gather_uniform_set, "SSAO Gather Uniform Set");
+ }
+
+ if (p_ssao_buffers.importance_map_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.append_id(p_ssao_buffers.ao_pong);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 1;
+ u.append_id(default_sampler);
+ u.append_id(p_ssao_buffers.importance_map[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.append_id(ssao.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ p_ssao_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map_uniform_set, "SSAO Importance Map Uniform Set");
+ }
+
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) {
+ RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
+ ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
+ ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
+ ssao.importance_map_push_constant.intensity = p_settings.intensity;
+ ssao.importance_map_push_constant.power = p_settings.power;
+
+ //base pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
+ gather_ssao(compute_list, p_ssao_buffers.ao_pong_slices, p_settings, true, p_ssao_buffers.gather_uniform_set, RID());
+
+ //generate importance map
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
+
+ RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_with_sampler), 0);
+
+ RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //process importance map A
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
+
+ RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
+
+ RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[1] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //process Importance Map B
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
+
+ RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[1] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
+ RD::get_singleton()->draw_command_end_label(); // Importance Map
+ } else {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
+ }
+
+ gather_ssao(compute_list, p_ssao_buffers.ao_deinterleaved_slices, p_settings, false, p_ssao_buffers.gather_uniform_set, p_ssao_buffers.importance_map_uniform_set);
+ RD::get_singleton()->draw_command_end_label(); // Gather SSAO
+ }
+
+ // /* THIRD PASS */
+ // // Blur
+ //
+ {
+ RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
+ ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
+ ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
+ ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
+
+ int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
+
+ shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0);
+
+ for (int pass = 0; pass < blur_passes; pass++) {
+ int blur_pipeline = SSAO_BLUR_PASS;
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ blur_pipeline = SSAO_BLUR_PASS_SMART;
+ if (pass < blur_passes - 2) {
+ blur_pipeline = SSAO_BLUR_PASS_WIDE;
+ } else {
+ blur_pipeline = SSAO_BLUR_PASS_SMART;
+ }
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
+ if (pass % 2 == 0) {
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
+ } else {
+ RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
+ }
+
+ RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_pong_slices), 1);
+ } else {
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
+ } else {
+ RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
+ }
+
+ RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_slices), 1);
+ }
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
+
+ Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
+ }
+
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ }
+ RD::get_singleton()->draw_command_end_label(); // Blur
+ }
+
+ /* FOURTH PASS */
+ // Interleave buffers
+ // back to full size
+ {
+ RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
+ ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
+ ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
+ ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
+
+ shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0);
+
+ int interleave_pipeline = SSAO_INTERLEAVE_HALF;
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) {
+ interleave_pipeline = SSAO_INTERLEAVE;
+ } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
+ interleave_pipeline = SSAO_INTERLEAVE_SMART;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
+
+ RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_final }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_buffer), 0);
+
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
+ RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
+ } else {
+ RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label(); // Interleave
+ }
+ RD::get_singleton()->draw_command_end_label(); //SSAO
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer
+
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
+}
+
+void SSEffects::ssao_free(SSAORenderBuffers &p_ssao_buffers) {
+ if (p_ssao_buffers.ao_final.is_valid()) {
+ RD::get_singleton()->free(p_ssao_buffers.ao_deinterleaved);
+ RD::get_singleton()->free(p_ssao_buffers.ao_pong);
+ RD::get_singleton()->free(p_ssao_buffers.ao_final);
+
+ RD::get_singleton()->free(p_ssao_buffers.importance_map[0]);
+ RD::get_singleton()->free(p_ssao_buffers.importance_map[1]);
+
+ p_ssao_buffers.ao_deinterleaved = RID();
+ p_ssao_buffers.ao_pong = RID();
+ p_ssao_buffers.ao_final = RID();
+ p_ssao_buffers.importance_map[0] = RID();
+ p_ssao_buffers.importance_map[1] = RID();
+ p_ssao_buffers.ao_deinterleaved_slices.clear();
+ p_ssao_buffers.ao_pong_slices.clear();
+
+ p_ssao_buffers.gather_uniform_set = RID();
+ p_ssao_buffers.importance_map_uniform_set = RID();
+ }
+}
+
+/* Screen Space Reflection */
+
+void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count) {
+ // As we are processing one view at a time, we can reuse buffers, only our output needs to have layers for each view.
+
+ if (p_ssr_buffers.depth_scaled.is_null()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ tf.width = p_screen_size.x;
+ tf.height = p_screen_size.y;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ p_ssr_buffers.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.depth_scaled, "SSR Depth Scaled");
+
+ tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+
+ p_ssr_buffers.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.normal_scaled, "SSR Normal Scaled");
+ }
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_ssr_buffers.blur_radius[0].is_valid()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = p_screen_size.x;
+ tf.height = p_screen_size.y;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ p_ssr_buffers.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[0], "SSR Blur Radius 0");
+ p_ssr_buffers.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[1], "SSR Blur Radius 1");
+ }
+
+ if (p_ssr_buffers.intermediate.is_null()) {
+ RD::TextureFormat tf;
+ tf.format = p_color_format;
+ tf.width = p_screen_size.x;
+ tf.height = p_screen_size.y;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ p_ssr_buffers.intermediate = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.intermediate, "SSR Intermediate");
+
+ if (p_view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.array_layers = p_view_count;
+ } else {
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ }
+
+ p_ssr_buffers.output = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.output, "SSR Output");
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ p_ssr_buffers.output_slices[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssr_buffers.output, v, 0);
+ }
+ }
+}
+
+void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ {
+ // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders
+ ScreenSpaceReflectionSceneData scene_data;
+
+ if (ssr.ubo.is_null()) {
+ ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
+ }
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ store_camera(p_projections[v], scene_data.projection[v]);
+ store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
+ scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
+ scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
+ scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
+ scene_data.eye_offset[v][3] = 0.0;
+ }
+
+ RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data, RD::BARRIER_MASK_COMPUTE);
+ }
+
+ uint32_t pipeline_specialization = 0;
+ if (p_view_count > 1) {
+ pipeline_specialization |= SSR_MULTIVIEW;
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v));
+
+ { //scale color and depth to half
+ RD::get_singleton()->draw_command_begin_label("SSR Scale");
+
+ ScreenSpaceReflectionScalePushConstant push_constant;
+ push_constant.view_index = v;
+ push_constant.camera_z_far = p_projections[v].get_z_far();
+ push_constant.camera_z_near = p_projections[v].get_z_near();
+ push_constant.orthogonal = p_projections[v].is_orthogonal();
+ push_constant.filter = false; //enabling causes arctifacts
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+
+ RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
+
+ RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse_slices[v] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
+
+ RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_slices[v] }));
+ RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
+
+ RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur), 2);
+
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ {
+ RD::get_singleton()->draw_command_begin_label("SSR main");
+
+ ScreenSpaceReflectionPushConstant push_constant;
+ push_constant.view_index = v;
+ push_constant.camera_z_far = p_projections[v].get_z_far();
+ push_constant.camera_z_near = p_projections[v].get_z_near();
+ push_constant.orthogonal = p_projections[v].is_orthogonal();
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.curve_fade_in = p_fade_in;
+ push_constant.distance_fade = p_fade_out;
+ push_constant.num_steps = p_max_steps;
+ push_constant.depth_tolerance = p_tolerance;
+ push_constant.use_half_res = true;
+ push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]);
+ push_constant.proj_info[1] = -2.0f / (p_screen_size.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];
+ push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
+ push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
+ push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
+ push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);
+
+ ScreenSpaceReflectionMode mode = (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
+ RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]);
+
+ RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
+
+ RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_scale_depth), 0);
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
+ RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate, u_blur_radius), 1);
+ } else {
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
+ }
+
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
+
+ RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
+ RD::get_singleton()->draw_command_begin_label("SSR filter");
+ //blur
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ ScreenSpaceReflectionFilterPushConstant push_constant;
+ push_constant.view_index = v;
+ push_constant.orthogonal = p_projections[v].is_orthogonal();
+ push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0));
+ push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]);
+ push_constant.proj_info[1] = -2.0f / (p_screen_size.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];
+ push_constant.vertical = 0;
+ if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
+ push_constant.steps = p_max_steps / 3;
+ push_constant.increment = 3;
+ } else if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) {
+ push_constant.steps = p_max_steps / 2;
+ push_constant.increment = 2;
+ } else {
+ push_constant.steps = p_max_steps;
+ push_constant.increment = 1;
+ }
+
+ push_constant.screen_size[0] = p_screen_size.width;
+ push_constant.screen_size[1] = p_screen_size.height;
+
+ // Horizontal pass
+
+ SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL;
+
+ RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
+
+ RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
+
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
+ RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius), 0);
+
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
+
+ RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
+ RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[1] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur, u_blur_radius2), 2);
+
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ // Vertical pass
+
+ mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL;
+ shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
+
+ push_constant.vertical = 1;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_blur_radius2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ if (v != p_view_count - 1) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) {
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ p_ssr_buffers.output_slices[v] = RID();
+ }
+
+ if (p_ssr_buffers.output.is_valid()) {
+ RD::get_singleton()->free(p_ssr_buffers.output);
+ p_ssr_buffers.output = RID();
+ }
+
+ if (p_ssr_buffers.intermediate.is_valid()) {
+ RD::get_singleton()->free(p_ssr_buffers.intermediate);
+ p_ssr_buffers.intermediate = RID();
+ }
+
+ if (p_ssr_buffers.blur_radius[0].is_valid()) {
+ RD::get_singleton()->free(p_ssr_buffers.blur_radius[0]);
+ RD::get_singleton()->free(p_ssr_buffers.blur_radius[1]);
+ p_ssr_buffers.blur_radius[0] = RID();
+ p_ssr_buffers.blur_radius[1] = RID();
+ }
+
+ if (p_ssr_buffers.depth_scaled.is_valid()) {
+ RD::get_singleton()->free(p_ssr_buffers.depth_scaled);
+ p_ssr_buffers.depth_scaled = RID();
+ RD::get_singleton()->free(p_ssr_buffers.normal_scaled);
+ p_ssr_buffers.normal_scaled = RID();
+ }
+}
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
new file mode 100644
index 0000000000..c31271ffd2
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/ss_effects.h
@@ -0,0 +1,508 @@
+/*************************************************************************/
+/* ss_effects.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef SS_EFFECTS_RD_H
+#define SS_EFFECTS_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssao.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssil.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class SSEffects {
+private:
+ static SSEffects *singleton;
+
+public:
+ static SSEffects *get_singleton() { return singleton; }
+
+ SSEffects();
+ ~SSEffects();
+
+ /* SS Downsampler */
+
+ void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection);
+
+ /* SSIL */
+
+ struct SSILRenderBuffers {
+ bool half_size = false;
+ int buffer_width;
+ int buffer_height;
+ int half_buffer_width;
+ int half_buffer_height;
+
+ RID ssil_final;
+ RID deinterleaved;
+ Vector<RID> deinterleaved_slices;
+ RID pong;
+ Vector<RID> pong_slices;
+ RID edges;
+ Vector<RID> edges_slices;
+ RID importance_map[2];
+ RID depth_texture_view;
+
+ RID last_frame;
+ Vector<RID> last_frame_slices;
+
+ RID gather_uniform_set;
+ RID importance_map_uniform_set;
+ RID projection_uniform_set;
+ };
+
+ struct SSILSettings {
+ float radius = 1.0;
+ float intensity = 2.0;
+ float sharpness = 0.98;
+ float normal_rejection = 1.0;
+
+ RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM;
+ bool half_size = true;
+ float adaptive_target = 0.5;
+ int blur_passes = 4;
+ float fadeout_from = 50.0;
+ float fadeout_to = 300.0;
+
+ Size2i full_screen_size = Size2i();
+ };
+
+ void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
+ void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
+ void ssil_free(SSILRenderBuffers &p_ssil_buffers);
+
+ /* SSAO */
+
+ struct SSAORenderBuffers {
+ bool half_size = false;
+ int buffer_width;
+ int buffer_height;
+ int half_buffer_width;
+ int half_buffer_height;
+
+ RID ao_deinterleaved;
+ Vector<RID> ao_deinterleaved_slices;
+ RID ao_pong;
+ Vector<RID> ao_pong_slices;
+ RID ao_final;
+ RID importance_map[2];
+ RID depth_texture_view;
+
+ RID gather_uniform_set;
+ RID importance_map_uniform_set;
+ };
+
+ struct SSAOSettings {
+ float radius = 1.0;
+ float intensity = 2.0;
+ float power = 1.5;
+ float detail = 0.5;
+ float horizon = 0.06;
+ float sharpness = 0.98;
+
+ RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
+ bool half_size = false;
+ float adaptive_target = 0.5;
+ int blur_passes = 2;
+ float fadeout_from = 50.0;
+ float fadeout_to = 300.0;
+
+ Size2i full_screen_size = Size2i();
+ };
+
+ void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);
+ void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
+ void ssao_free(SSAORenderBuffers &p_ssao_buffers);
+
+ /* Screen Space Reflection */
+
+ struct SSRRenderBuffers {
+ RID normal_scaled;
+ RID depth_scaled;
+ RID blur_radius[2];
+ RID intermediate;
+ RID output;
+ RID output_slices[RendererSceneRender::MAX_RENDER_VIEWS];
+ };
+
+ void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count);
+ void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
+ void ssr_free(SSRRenderBuffers &p_ssr_buffers);
+
+private:
+ /* SS Downsampler */
+
+ struct SSEffectsDownsamplePushConstant {
+ float pixel_size[2];
+ float z_far;
+ float z_near;
+ uint32_t orthogonal;
+ float radius_sq;
+ uint32_t pad[2];
+ };
+
+ enum SSEffectsMode {
+ SS_EFFECTS_DOWNSAMPLE,
+ SS_EFFECTS_DOWNSAMPLE_HALF_RES,
+ SS_EFFECTS_DOWNSAMPLE_MIPMAP,
+ SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
+ SS_EFFECTS_DOWNSAMPLE_HALF,
+ SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
+ SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
+ SS_EFFECTS_MAX
+ };
+
+ struct SSEffectsGatherConstants {
+ float rotation_matrices[80]; //5 vec4s * 4
+ };
+
+ struct SSEffectsShader {
+ SSEffectsDownsamplePushConstant downsample_push_constant;
+ SsEffectsDownsampleShaderRD downsample_shader;
+ RID downsample_shader_version;
+ RID downsample_uniform_set;
+ bool used_half_size_last_frame = false;
+ bool used_mips_last_frame = false;
+ bool used_full_mips_last_frame = false;
+
+ RID gather_constants_buffer;
+
+ RID mirror_sampler;
+
+ RID pipelines[SS_EFFECTS_MAX];
+ } ss_effects;
+
+ /* SSIL */
+
+ enum SSILMode {
+ SSIL_GATHER,
+ SSIL_GATHER_BASE,
+ SSIL_GATHER_ADAPTIVE,
+ SSIL_GENERATE_IMPORTANCE_MAP,
+ SSIL_PROCESS_IMPORTANCE_MAPA,
+ SSIL_PROCESS_IMPORTANCE_MAPB,
+ SSIL_BLUR_PASS,
+ SSIL_BLUR_PASS_SMART,
+ SSIL_BLUR_PASS_WIDE,
+ SSIL_INTERLEAVE,
+ SSIL_INTERLEAVE_SMART,
+ SSIL_INTERLEAVE_HALF,
+ SSIL_MAX
+ };
+
+ struct SSILGatherPushConstant {
+ int32_t screen_size[2];
+ int pass;
+ int quality;
+
+ float half_screen_pixel_size[2];
+ float half_screen_pixel_size_x025[2];
+
+ float NDC_to_view_mul[2];
+ float NDC_to_view_add[2];
+
+ float pad2[2];
+ float z_near;
+ float z_far;
+
+ float radius;
+ float intensity;
+ int size_multiplier;
+ int pad;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float normal_rejection_amount;
+ float inv_radius_near_limit;
+
+ uint32_t is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ int32_t pass_coord_offset[2];
+ float pass_uv_offset[2];
+ };
+
+ struct SSILImportanceMapPushConstant {
+ float half_screen_pixel_size[2];
+ float intensity;
+ float pad;
+ };
+
+ struct SSILBlurPushConstant {
+ float edge_sharpness;
+ float pad;
+ float half_screen_pixel_size[2];
+ };
+
+ struct SSILInterleavePushConstant {
+ float inv_sharpness;
+ uint32_t size_modifier;
+ float pixel_size[2];
+ };
+
+ struct SSILProjectionUniforms {
+ float inv_last_frame_projection_matrix[16];
+ };
+
+ struct SSIL {
+ SSILGatherPushConstant gather_push_constant;
+ SsilShaderRD gather_shader;
+ RID gather_shader_version;
+ RID projection_uniform_buffer;
+
+ SSILImportanceMapPushConstant importance_map_push_constant;
+ SsilImportanceMapShaderRD importance_map_shader;
+ RID importance_map_shader_version;
+ RID importance_map_load_counter;
+ RID counter_uniform_set;
+
+ SSILBlurPushConstant blur_push_constant;
+ SsilBlurShaderRD blur_shader;
+ RID blur_shader_version;
+
+ SSILInterleavePushConstant interleave_push_constant;
+ SsilInterleaveShaderRD interleave_shader;
+ RID interleave_shader_version;
+
+ RID pipelines[SSIL_MAX];
+ } ssil;
+
+ void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
+
+ /* SSAO */
+
+ enum SSAOMode {
+ SSAO_GATHER,
+ SSAO_GATHER_BASE,
+ SSAO_GATHER_ADAPTIVE,
+ SSAO_GENERATE_IMPORTANCE_MAP,
+ SSAO_PROCESS_IMPORTANCE_MAPA,
+ SSAO_PROCESS_IMPORTANCE_MAPB,
+ SSAO_BLUR_PASS,
+ SSAO_BLUR_PASS_SMART,
+ SSAO_BLUR_PASS_WIDE,
+ SSAO_INTERLEAVE,
+ SSAO_INTERLEAVE_SMART,
+ SSAO_INTERLEAVE_HALF,
+ SSAO_MAX
+ };
+
+ struct SSAOGatherPushConstant {
+ int32_t screen_size[2];
+ int pass;
+ int quality;
+
+ float half_screen_pixel_size[2];
+ int size_multiplier;
+ float detail_intensity;
+
+ float NDC_to_view_mul[2];
+ float NDC_to_view_add[2];
+
+ float pad[2];
+ float half_screen_pixel_size_x025[2];
+
+ float radius;
+ float intensity;
+ float shadow_power;
+ float shadow_clamp;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float horizon_angle_threshold;
+ float inv_radius_near_limit;
+
+ uint32_t is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ int32_t pass_coord_offset[2];
+ float pass_uv_offset[2];
+ };
+
+ struct SSAOImportanceMapPushConstant {
+ float half_screen_pixel_size[2];
+ float intensity;
+ float power;
+ };
+
+ struct SSAOBlurPushConstant {
+ float edge_sharpness;
+ float pad;
+ float half_screen_pixel_size[2];
+ };
+
+ struct SSAOInterleavePushConstant {
+ float inv_sharpness;
+ uint32_t size_modifier;
+ float pixel_size[2];
+ };
+
+ struct SSAO {
+ SSAOGatherPushConstant gather_push_constant;
+ SsaoShaderRD gather_shader;
+ RID gather_shader_version;
+
+ SSAOImportanceMapPushConstant importance_map_push_constant;
+ SsaoImportanceMapShaderRD importance_map_shader;
+ RID importance_map_shader_version;
+ RID importance_map_load_counter;
+ RID counter_uniform_set;
+
+ SSAOBlurPushConstant blur_push_constant;
+ SsaoBlurShaderRD blur_shader;
+ RID blur_shader_version;
+
+ SSAOInterleavePushConstant interleave_push_constant;
+ SsaoInterleaveShaderRD interleave_shader;
+ RID interleave_shader_version;
+
+ RID pipelines[SSAO_MAX];
+ } ssao;
+
+ void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
+
+ /* Screen Space Reflection */
+
+ enum SSRShaderSpecializations {
+ SSR_MULTIVIEW = 1 << 0,
+ SSR_VARIATIONS = 2,
+ };
+
+ struct ScreenSpaceReflectionSceneData {
+ float projection[2][16];
+ float inv_projection[2][16];
+ float eye_offset[2][4];
+ };
+
+ // SSR Scale
+
+ struct ScreenSpaceReflectionScalePushConstant {
+ int32_t screen_size[2];
+ float camera_z_near;
+ float camera_z_far;
+
+ uint32_t orthogonal;
+ uint32_t filter;
+ uint32_t view_index;
+ uint32_t pad1;
+ };
+
+ struct ScreenSpaceReflectionScale {
+ ScreenSpaceReflectionScaleShaderRD shader;
+ RID shader_version;
+ RID pipelines[SSR_VARIATIONS];
+ } ssr_scale;
+
+ // SSR main
+
+ enum ScreenSpaceReflectionMode {
+ SCREEN_SPACE_REFLECTION_NORMAL,
+ SCREEN_SPACE_REFLECTION_ROUGH,
+ SCREEN_SPACE_REFLECTION_MAX,
+ };
+
+ struct ScreenSpaceReflectionPushConstant {
+ float proj_info[4]; // 16 - 16
+
+ int32_t screen_size[2]; // 8 - 24
+ float camera_z_near; // 4 - 28
+ float camera_z_far; // 4 - 32
+
+ int32_t num_steps; // 4 - 36
+ float depth_tolerance; // 4 - 40
+ float distance_fade; // 4 - 44
+ float curve_fade_in; // 4 - 48
+
+ uint32_t orthogonal; // 4 - 52
+ float filter_mipmap_levels; // 4 - 56
+ uint32_t use_half_res; // 4 - 60
+ uint8_t metallic_mask[4]; // 4 - 64
+
+ uint32_t view_index; // 4 - 68
+ uint32_t pad[3]; // 12 - 80
+
+ // float projection[16]; // this is in our ScreenSpaceReflectionSceneData now
+ };
+
+ struct ScreenSpaceReflection {
+ ScreenSpaceReflectionShaderRD shader;
+ RID shader_version;
+ RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_MAX];
+
+ RID ubo;
+ } ssr;
+
+ // SSR Filter
+
+ struct ScreenSpaceReflectionFilterPushConstant {
+ float proj_info[4]; // 16 - 16
+
+ uint32_t orthogonal; // 4 - 20
+ float edge_tolerance; // 4 - 24
+ int32_t increment; // 4 - 28
+ uint32_t view_index; // 4 - 32
+
+ int32_t screen_size[2]; // 8 - 40
+ uint32_t vertical; // 4 - 44
+ uint32_t steps; // 4 - 48
+ };
+
+ enum SSRReflectionMode {
+ SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
+ SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
+ SCREEN_SPACE_REFLECTION_FILTER_MAX,
+ };
+
+ struct ScreenSpaceReflectionFilter {
+ ScreenSpaceReflectionFilterShaderRD shader;
+ RID shader_version;
+ RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX];
+ } ssr_filter;
+};
+
+} // namespace RendererRD
+
+#endif // SS_EFFECTS_RD_H
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
new file mode 100644
index 0000000000..38a4a37b8a
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
@@ -0,0 +1,257 @@
+/*************************************************************************/
+/* tone_mapper.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "tone_mapper.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+ToneMapper::ToneMapper() {
+ {
+ // Initialize tonemapper
+ Vector<String> tonemap_modes;
+ tonemap_modes.push_back("\n");
+ tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
+ tonemap_modes.push_back("\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define SUBPASS\n");
+ tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n");
+
+ // multiview versions of our shaders
+ tonemap_modes.push_back("\n#define MULTIVIEW\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n");
+
+ tonemap.shader.initialize(tonemap_modes);
+
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_NORMAL_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, false);
+ }
+
+ tonemap.shader_version = tonemap.shader.version_create();
+
+ for (int i = 0; i < TONEMAP_MODE_MAX; i++) {
+ if (tonemap.shader.is_variant_enabled(i)) {
+ tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ tonemap.pipelines[i].clear();
+ }
+ }
+ }
+}
+
+ToneMapper::~ToneMapper() {
+ tonemap.shader.version_free(tonemap.shader_version);
+}
+
+void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
+
+ tonemap.push_constant.use_bcs = p_settings.use_bcs;
+ tonemap.push_constant.bcs[0] = p_settings.brightness;
+ tonemap.push_constant.bcs[1] = p_settings.contrast;
+ tonemap.push_constant.bcs[2] = p_settings.saturation;
+
+ tonemap.push_constant.use_glow = p_settings.use_glow;
+ tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
+ tonemap.push_constant.glow_map_strength = p_settings.glow_map_strength;
+ tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something
+ tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1];
+ tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2];
+ tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3];
+ tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4];
+ tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5];
+ tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6];
+ tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
+ tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
+ tonemap.push_constant.glow_mode = p_settings.glow_mode;
+
+ int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
+ if (p_settings.use_1d_color_correction) {
+ mode += 2;
+ }
+
+ tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
+ tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
+ tonemap.push_constant.exposure = p_settings.exposure;
+ tonemap.push_constant.white = p_settings.white;
+ tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+ tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
+
+ tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
+
+ tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
+ tonemap.push_constant.use_debanding = p_settings.use_debanding;
+ tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
+ tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
+
+ if (p_settings.view_count > 1) {
+ // Use MULTIVIEW versions
+ mode += 6;
+ }
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_color(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_color }));
+
+ RD::Uniform u_exposure_texture;
+ u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_exposure_texture.binding = 0;
+ u_exposure_texture.append_id(default_sampler);
+ u_exposure_texture.append_id(p_settings.exposure_texture);
+
+ RD::Uniform u_glow_texture;
+ u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_glow_texture.binding = 0;
+ u_glow_texture.append_id(default_mipmap_sampler);
+ u_glow_texture.append_id(p_settings.glow_texture);
+
+ RD::Uniform u_glow_map;
+ u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_glow_map.binding = 1;
+ u_glow_map.append_id(default_mipmap_sampler);
+ u_glow_map.append_id(p_settings.glow_map);
+
+ RD::Uniform u_color_correction_texture;
+ u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_color_correction_texture.binding = 0;
+ u_color_correction_texture.append_id(default_sampler);
+ u_color_correction_texture.append_id(p_settings.color_correction_texture);
+
+ RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer), false, RD::get_singleton()->draw_list_get_current_pass()));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
+
+ tonemap.push_constant.use_bcs = p_settings.use_bcs;
+ tonemap.push_constant.bcs[0] = p_settings.brightness;
+ tonemap.push_constant.bcs[1] = p_settings.contrast;
+ tonemap.push_constant.bcs[2] = p_settings.saturation;
+
+ ERR_FAIL_COND_MSG(p_settings.use_glow, "Glow is not supported when using subpasses.");
+ tonemap.push_constant.use_glow = p_settings.use_glow;
+
+ int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS;
+ if (p_settings.view_count > 1) {
+ // Use MULTIVIEW versions
+ mode += 6;
+ }
+
+ tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
+ tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
+ tonemap.push_constant.exposure = p_settings.exposure;
+ tonemap.push_constant.white = p_settings.white;
+ tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+
+ tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
+
+ tonemap.push_constant.use_debanding = p_settings.use_debanding;
+ tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_color;
+ u_source_color.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT;
+ u_source_color.binding = 0;
+ u_source_color.append_id(p_source_color);
+
+ RD::Uniform u_exposure_texture;
+ u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_exposure_texture.binding = 0;
+ u_exposure_texture.append_id(default_sampler);
+ u_exposure_texture.append_id(p_settings.exposure_texture);
+
+ RD::Uniform u_glow_texture;
+ u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_glow_texture.binding = 0;
+ u_glow_texture.append_id(default_mipmap_sampler);
+ u_glow_texture.append_id(p_settings.glow_texture);
+
+ RD::Uniform u_glow_map;
+ u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_glow_map.binding = 1;
+ u_glow_map.append_id(default_mipmap_sampler);
+ u_glow_map.append_id(p_settings.glow_map);
+
+ RD::Uniform u_color_correction_texture;
+ u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_color_correction_texture.binding = 0;
+ u_color_correction_texture.append_id(default_sampler);
+ u_color_correction_texture.append_id(p_settings.color_correction_texture);
+
+ RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass()));
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1); // should be set to a default texture, it's ignored
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2); // should be set to a default texture, it's ignored
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
+ RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
+ RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
+}
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.h b/servers/rendering/renderer_rd/effects/tone_mapper.h
new file mode 100644
index 0000000000..05db4a0cbe
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.h
@@ -0,0 +1,152 @@
+/*************************************************************************/
+/* tone_mapper.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef TONE_MAPPER_RD_H
+#define TONE_MAPPER_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/tonemap.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class ToneMapper {
+private:
+ enum TonemapMode {
+ TONEMAP_MODE_NORMAL,
+ TONEMAP_MODE_BICUBIC_GLOW_FILTER,
+ TONEMAP_MODE_1D_LUT,
+ TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
+ TONEMAP_MODE_SUBPASS,
+ TONEMAP_MODE_SUBPASS_1D_LUT,
+
+ TONEMAP_MODE_NORMAL_MULTIVIEW,
+ TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW,
+ TONEMAP_MODE_1D_LUT_MULTIVIEW,
+ TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW,
+ TONEMAP_MODE_SUBPASS_MULTIVIEW,
+ TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW,
+
+ TONEMAP_MODE_MAX
+ };
+
+ struct TonemapPushConstant {
+ float bcs[3]; // 12 - 12
+ uint32_t use_bcs; // 4 - 16
+
+ uint32_t use_glow; // 4 - 20
+ uint32_t use_auto_exposure; // 4 - 24
+ uint32_t use_color_correction; // 4 - 28
+ uint32_t tonemapper; // 4 - 32
+
+ uint32_t glow_texture_size[2]; // 8 - 40
+ float glow_intensity; // 4 - 44
+ float glow_map_strength; // 4 - 48
+
+ uint32_t glow_mode; // 4 - 52
+ float glow_levels[7]; // 28 - 80
+
+ float exposure; // 4 - 84
+ float white; // 4 - 88
+ float auto_exposure_grey; // 4 - 92
+ float luminance_multiplier; // 4 - 96
+
+ float pixel_size[2]; // 8 - 104
+ uint32_t use_fxaa; // 4 - 108
+ uint32_t use_debanding; // 4 - 112
+ };
+
+ /* tonemap actually writes to a framebuffer, which is
+ * better to do using the raster pipeline rather than
+ * compute, as that framebuffer might be in different formats
+ */
+ struct Tonemap {
+ TonemapPushConstant push_constant;
+ TonemapShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
+ } tonemap;
+
+public:
+ ToneMapper();
+ ~ToneMapper();
+
+ struct TonemapSettings {
+ bool use_glow = false;
+ enum GlowMode {
+ GLOW_MODE_ADD,
+ GLOW_MODE_SCREEN,
+ GLOW_MODE_SOFTLIGHT,
+ GLOW_MODE_REPLACE,
+ GLOW_MODE_MIX
+ };
+
+ GlowMode glow_mode = GLOW_MODE_ADD;
+ float glow_intensity = 1.0;
+ float glow_map_strength = 0.0f;
+ float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 };
+ Vector2i glow_texture_size;
+ bool glow_use_bicubic_upscale = false;
+ RID glow_texture;
+ RID glow_map;
+
+ RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR;
+ float exposure = 1.0;
+ float white = 1.0;
+
+ bool use_auto_exposure = false;
+ float auto_exposure_grey = 0.5;
+ RID exposure_texture;
+ float luminance_multiplier = 1.0;
+
+ bool use_bcs = false;
+ float brightness = 1.0;
+ float contrast = 1.0;
+ float saturation = 1.0;
+
+ bool use_color_correction = false;
+ bool use_1d_color_correction = false;
+ RID color_correction_texture;
+
+ bool use_fxaa = false;
+ bool use_debanding = false;
+ Vector2i texture_size;
+ uint32_t view_count = 1;
+ };
+
+ void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
+ void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
+};
+
+} // namespace RendererRD
+
+#endif // TONE_MAPPER_RD_H
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp
new file mode 100644
index 0000000000..68cfd43d90
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/vrs.cpp
@@ -0,0 +1,174 @@
+/*************************************************************************/
+/* vrs.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "vrs.h"
+#include "../renderer_compositor_rd.h"
+#include "../storage_rd/texture_storage.h"
+#include "../uniform_set_cache_rd.h"
+#include "servers/xr_server.h"
+
+using namespace RendererRD;
+
+VRS::VRS() {
+ {
+ Vector<String> vrs_modes;
+ vrs_modes.push_back("\n"); // VRS_DEFAULT
+ vrs_modes.push_back("\n#define MULTIVIEW\n"); // VRS_MULTIVIEW
+
+ vrs_shader.shader.initialize(vrs_modes);
+
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ vrs_shader.shader.set_variant_enabled(VRS_MULTIVIEW, false);
+ }
+
+ vrs_shader.shader_version = vrs_shader.shader.version_create();
+
+ //use additive
+
+ for (int i = 0; i < VRS_MAX; i++) {
+ if (vrs_shader.shader.is_variant_enabled(i)) {
+ vrs_shader.pipelines[i].setup(vrs_shader.shader.version_get_shader(vrs_shader.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ vrs_shader.pipelines[i].clear();
+ }
+ }
+ }
+}
+
+VRS::~VRS() {
+ vrs_shader.shader.version_free(vrs_shader.shader_version);
+}
+
+void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+ VRSMode mode = p_multiview ? VRS_MULTIVIEW : VRS_DEFAULT;
+
+ RID shader = vrs_shader.shader.version_get_shader(vrs_shader.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, vrs_shader.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+ // RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb) {
+ // TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm
+
+ // TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
+ // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
+ // our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
+ // of the VRS buffer to supply.
+ Size2i texel_size = Size2i(16, 16);
+
+ RD::TextureFormat tf;
+ if (p_view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ } else {
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ }
+ tf.format = RD::DATA_FORMAT_R8_UINT;
+ tf.width = p_base_width / texel_size.x;
+ if (p_base_width % texel_size.x != 0) {
+ tf.width++;
+ }
+ tf.height = p_base_height / texel_size.y;
+ if (p_base_height % texel_size.y != 0) {
+ tf.height++;
+ }
+ tf.array_layers = p_view_count; // create a layer for every view
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.samples = RD::TEXTURE_SAMPLES_1;
+
+ p_vrs_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ // by default VRS is assumed to be our VRS attachment, but if we need to write into it, we need a bit more control
+ Vector<RID> fb;
+ fb.push_back(p_vrs_texture);
+
+ RD::FramebufferPass pass;
+ pass.color_attachments.push_back(0);
+
+ Vector<RD::FramebufferPass> passes;
+ passes.push_back(pass);
+
+ p_vrs_fb = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, p_view_count);
+}
+
+void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
+ TextureStorage *texture_storage = TextureStorage::get_singleton();
+ RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target);
+
+ if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
+ RD::get_singleton()->draw_command_begin_label("VRS Setup");
+
+ // TODO figure out if image has changed since it was last copied so we can save some resources..
+
+ if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) {
+ RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target);
+ if (vrs_texture.is_valid()) {
+ RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
+ int layers = texture_storage->texture_get_layers(vrs_texture);
+ if (rd_texture.is_valid()) {
+ // Copy into our density buffer
+ copy_vrs(rd_texture, p_vrs_fb, layers > 1);
+ }
+ }
+ } else if (vrs_mode == RS::VIEWPORT_VRS_XR) {
+ Ref<XRInterface> interface = XRServer::get_singleton()->get_primary_interface();
+ if (interface.is_valid()) {
+ RID vrs_texture = interface->get_vrs_texture();
+ if (vrs_texture.is_valid()) {
+ RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
+ int layers = texture_storage->texture_get_layers(vrs_texture);
+
+ if (rd_texture.is_valid()) {
+ // Copy into our density buffer
+ copy_vrs(rd_texture, p_vrs_fb, layers > 1);
+ }
+ }
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+}
diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h
new file mode 100644
index 0000000000..dd15df615e
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/vrs.h
@@ -0,0 +1,75 @@
+/*************************************************************************/
+/* vrs.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef VRS_RD_H
+#define VRS_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/vrs.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class VRS {
+private:
+ enum VRSMode {
+ VRS_DEFAULT,
+ VRS_MULTIVIEW,
+ VRS_MAX,
+ };
+
+ /* we have no push constant here (yet)
+ struct VRSPushConstant {
+
+ };
+ */
+
+ struct VRSShader {
+ // VRSPushConstant push_constant;
+ VrsShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[VRS_MAX];
+ } vrs_shader;
+
+public:
+ VRS();
+ ~VRS();
+
+ void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false);
+
+ void create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb);
+ void update_vrs_texture(RID p_vrs_fb, RID p_render_target);
+};
+
+} // namespace RendererRD
+
+#endif // VRS_RD_H
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 236eb5e596..8d59b24f3f 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -41,14 +41,6 @@ bool EffectsRD::get_prefer_raster_effects() {
return prefer_raster_effects;
}
-static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- p_array[i * 4 + j] = p_mtx.matrix[i][j];
- }
- }
-}
-
RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
if (image_to_uniform_set_cache.has(p_image)) {
RID uniform_set = image_to_uniform_set_cache[p_image];
@@ -60,7 +52,7 @@ RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 0;
- u.ids.push_back(p_image);
+ u.append_id(p_image);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1);
@@ -70,28 +62,6 @@ RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
return uniform_set;
}
-RID EffectsRD::_get_uniform_set_for_input(RID p_texture) {
- if (input_to_uniform_set_cache.has(p_texture)) {
- RID uniform_set = input_to_uniform_set_cache[p_texture];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT;
- u.binding = 0;
- u.ids.push_back(p_texture);
- uniforms.push_back(u);
- // This is specific to our subpass shader
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, TONEMAP_MODE_SUBPASS), 0);
-
- input_to_uniform_set_cache[p_texture] = uniform_set;
-
- return uniform_set;
-}
-
RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
if (texture_to_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_uniform_set_cache[p_texture];
@@ -104,11 +74,11 @@ RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps)
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
- u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
- u.ids.push_back(p_texture);
+ u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.append_id(p_texture);
uniforms.push_back(u);
// anything with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
@@ -127,8 +97,8 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
- u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
- u.ids.push_back(p_texture);
+ u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.append_id(p_texture);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0);
@@ -138,518 +108,73 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m
return uniform_set;
}
-RID EffectsRD::_get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler) {
- TextureSamplerPair tsp;
- tsp.texture = p_texture;
- tsp.sampler = p_sampler;
-
- if (texture_sampler_to_compute_uniform_set_cache.has(tsp)) {
- RID uniform_set = texture_sampler_to_compute_uniform_set_cache[tsp];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.ids.push_back(p_sampler);
- u.ids.push_back(p_texture);
- uniforms.push_back(u);
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0), 0);
-
- texture_sampler_to_compute_uniform_set_cache[tsp] = uniform_set;
-
- return uniform_set;
-}
-
-RID EffectsRD::_get_compute_uniform_set_from_texture_pair(RID p_texture1, RID p_texture2, bool p_use_mipmaps) {
- TexturePair tp;
- tp.texture1 = p_texture1;
- tp.texture2 = p_texture2;
-
- if (texture_pair_to_compute_uniform_set_cache.has(tp)) {
- RID uniform_set = texture_pair_to_compute_uniform_set_cache[tp];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
- u.ids.push_back(p_texture1);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 1;
- u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
- u.ids.push_back(p_texture2);
- uniforms.push_back(u);
- }
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 1);
-
- texture_pair_to_compute_uniform_set_cache[tp] = uniform_set;
-
- return uniform_set;
-}
-
-RID EffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_texture2) {
- TexturePair tp;
- tp.texture1 = p_texture1;
- tp.texture2 = p_texture2;
-
- if (image_pair_to_compute_uniform_set_cache.has(tp)) {
- RID uniform_set = image_pair_to_compute_uniform_set_cache[tp];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.ids.push_back(p_texture1);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(p_texture2);
- uniforms.push_back(u);
- }
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 3);
-
- image_pair_to_compute_uniform_set_cache[tp] = uniform_set;
-
- return uniform_set;
-}
-
-void EffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) {
- memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
-
- copy_to_fb.push_constant.use_section = true;
- copy_to_fb.push_constant.section[0] = p_uv_rect.position.x;
- copy_to_fb.push_constant.section[1] = p_uv_rect.position.y;
- copy_to_fb.push_constant.section[2] = p_uv_rect.size.x;
- copy_to_fb.push_constant.section[3] = p_uv_rect.size.y;
-
- if (p_flip_y) {
- copy_to_fb.push_constant.flip_y = true;
- }
-
- RD::DrawListID draw_list = p_draw_list;
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
-}
+void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness) {
+ memset(&FSR_upscale.push_constant, 0, sizeof(FSRUpscalePushConstant));
-void EffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary) {
- memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
-
- if (p_flip_y) {
- copy_to_fb.push_constant.flip_y = true;
- }
- if (p_force_luminance) {
- copy_to_fb.push_constant.force_luminance = true;
- }
- if (p_alpha_to_zero) {
- copy_to_fb.push_constant.alpha_to_zero = true;
- }
- if (p_srgb) {
- copy_to_fb.push_constant.srgb = true;
- }
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- if (p_secondary.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_secondary), 1);
- }
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void EffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) {
- memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
- if (p_flip_y) {
- copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
- }
-
- if (p_force_luminance) {
- copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE;
- }
-
- if (p_all_source) {
- copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
- }
-
- if (p_alpha_to_one) {
- copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE;
- }
-
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_rect.size.width;
- copy.push_constant.section[3] = p_rect.size.height;
- copy.push_constant.target[0] = p_rect.position.x;
- copy.push_constant.target[1] = p_rect.position.y;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) {
- memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_panorama_size.width;
- copy.push_constant.section[3] = p_panorama_size.height;
- copy.push_constant.target[0] = 0;
- copy.push_constant.target[1] = 0;
- copy.push_constant.camera_z_far = p_lod;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cube), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_panorama), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_panorama_size.width, p_panorama_size.height, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
- memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
- if (p_flip_y) {
- copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
- }
-
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_rect.size.width;
- copy.push_constant.section[3] = p_rect.size.height;
- copy.push_constant.target[0] = p_rect.position.x;
- copy.push_constant.target[1] = p_rect.position.y;
- copy.push_constant.camera_z_far = p_z_far;
- copy.push_constant.camera_z_near = p_z_near;
+ int dispatch_x = (p_size.x + 15) / 16;
+ int dispatch_y = (p_size.y + 15) / 16;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
- RD::get_singleton()->compute_list_end();
-}
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, FSR_upscale.pipeline);
-void EffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
- memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
- if (p_flip_y) {
- copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
- }
-
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_rect.size.width;
- copy.push_constant.section[3] = p_rect.size.height;
- copy.push_constant.target[0] = p_rect.position.x;
- copy.push_constant.target[1] = p_rect.position.y;
+ FSR_upscale.push_constant.resolution_width = p_internal_size.width;
+ FSR_upscale.push_constant.resolution_height = p_internal_size.height;
+ FSR_upscale.push_constant.upscaled_width = p_size.width;
+ FSR_upscale.push_constant.upscaled_height = p_size.height;
+ FSR_upscale.push_constant.sharpness = p_fsr_upscale_sharpness;
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]);
+ //FSR Easc
+ FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_EASU;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) {
- memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 1);
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_region.size.width;
- copy.push_constant.section[3] = p_region.size.height;
- copy.push_constant.target[0] = p_region.position.x;
- copy.push_constant.target[1] = p_region.position.y;
- copy.push_constant.set_color[0] = p_color.r;
- copy.push_constant.set_color[1] = p_color.g;
- copy.push_constant.set_color[2] = p_color.b;
- copy.push_constant.set_color[3] = p_color.a;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
-
- memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
- uint32_t base_flags = 0;
- copy.push_constant.section[0] = p_region.position.x;
- copy.push_constant.section[1] = p_region.position.y;
- copy.push_constant.section[2] = p_region.size.width;
- copy.push_constant.section[3] = p_region.size.height;
-
- //HORIZONTAL
- RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
-
- copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
- //VERTICAL
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3);
+ //FSR Rcas
+ FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_RCAS;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination_texture), 1);
- copy.push_constant.flags = base_flags;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
-
- memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
- CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
- uint32_t base_flags = 0;
-
- copy.push_constant.section[2] = p_size.x;
- copy.push_constant.section[3] = p_size.y;
-
- copy.push_constant.glow_strength = p_strength;
- copy.push_constant.glow_bloom = p_bloom;
- copy.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
- copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
- copy.push_constant.glow_exposure = p_exposure;
- copy.push_constant.glow_white = 0; //actually unused
- copy.push_constant.glow_luminance_cap = p_luminance_cap;
-
- copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
- if (p_auto_exposure.is_valid() && p_first_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1);
- }
+ RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
- copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
- RD::get_singleton()->compute_list_end();
+ RD::get_singleton()->compute_list_end(compute_list);
}
-void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
-
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
-
- BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
- uint32_t base_flags = 0;
-
- blur_raster.push_constant.pixel_size[0] = p_pixel_size.x;
- blur_raster.push_constant.pixel_size[1] = p_pixel_size.y;
-
- blur_raster.push_constant.glow_strength = p_strength;
- blur_raster.push_constant.glow_bloom = p_bloom;
- blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
- blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
- blur_raster.push_constant.glow_exposure = p_exposure;
- blur_raster.push_constant.glow_white = 0; //actually unused
- blur_raster.push_constant.glow_luminance_cap = p_luminance_cap;
-
- blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
-
- //HORIZONTAL
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- if (p_auto_exposure.is_valid() && p_first_pass) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_auto_exposure), 1);
- }
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+void EffectsRD::taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ RID shader = TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0);
+ ERR_FAIL_COND(shader.is_null());
- blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
+ memset(&TAA_resolve.push_constant, 0, sizeof(TAAResolvePushConstant));
+ TAA_resolve.push_constant.resolution_width = p_resolution.width;
+ TAA_resolve.push_constant.resolution_height = p_resolution.height;
+ TAA_resolve.push_constant.disocclusion_threshold = 0.025f;
+ TAA_resolve.push_constant.disocclusion_scale = 10.0f;
- //VERTICAL
- draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- blur_raster.push_constant.flags = base_flags;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- { //scale color and depth to half
- ssr_scale.push_constant.camera_z_far = p_camera.get_z_far();
- ssr_scale.push_constant.camera_z_near = p_camera.get_z_near();
- ssr_scale.push_constant.orthogonal = p_camera.is_orthogonal();
- ssr_scale.push_constant.filter = false; //enabling causes arctifacts
- ssr_scale.push_constant.screen_size[0] = p_screen_size.x;
- ssr_scale.push_constant.screen_size[1] = p_screen_size.y;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipeline);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_depth, p_normal_roughness), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output_blur), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_scale_depth, p_scale_normal), 3);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_scale.push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
-
- {
- ssr.push_constant.camera_z_far = p_camera.get_z_far();
- ssr.push_constant.camera_z_near = p_camera.get_z_near();
- ssr.push_constant.orthogonal = p_camera.is_orthogonal();
- ssr.push_constant.screen_size[0] = p_screen_size.x;
- ssr.push_constant.screen_size[1] = p_screen_size.y;
- ssr.push_constant.curve_fade_in = p_fade_in;
- ssr.push_constant.distance_fade = p_fade_out;
- ssr.push_constant.num_steps = p_max_steps;
- ssr.push_constant.depth_tolerance = p_tolerance;
- ssr.push_constant.use_half_res = true;
- ssr.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
- ssr.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
- ssr.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
- ssr.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
- ssr.push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
- ssr.push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
- ssr.push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
- ssr.push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);
- store_camera(p_camera, ssr.push_constant.projection);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[(p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL]);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr.push_constant, sizeof(ScreenSpaceReflectionPushConstant));
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_scale_depth), 0);
-
- if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2);
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
- }
-
- if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
- //blur
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- ssr_filter.push_constant.orthogonal = p_camera.is_orthogonal();
- ssr_filter.push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0));
- ssr_filter.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
- ssr_filter.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
- ssr_filter.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
- ssr_filter.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
- ssr_filter.push_constant.vertical = 0;
- if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_LOW) {
- ssr_filter.push_constant.steps = p_max_steps / 3;
- ssr_filter.push_constant.increment = 3;
- } else if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_MEDIUM) {
- ssr_filter.push_constant.steps = p_max_steps / 2;
- ssr_filter.push_constant.increment = 2;
- } else {
- ssr_filter.push_constant.steps = p_max_steps;
- ssr_filter.push_constant.increment = 1;
- }
-
- ssr_filter.push_constant.screen_size[0] = p_screen_size.width;
- ssr_filter.push_constant.screen_size[1] = p_screen_size.height;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_VERTICAL]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
-
- ssr_filter.push_constant.vertical = 1;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
- }
-
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, TAA_resolve.pipeline);
+
+ RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame });
+ RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth });
+ RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity });
+ RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity });
+ RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history });
+ RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp });
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_frame_source, u_depth, u_velocity, u_prev_velocity, u_history, u_frame_dest), 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &TAA_resolve.push_constant, sizeof(TAAResolvePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1);
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
+void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
@@ -692,193 +217,6 @@ void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_dept
}
}
-void EffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection) {
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
-
- if (p_reflection.is_valid()) {
- if (p_base.is_valid()) {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2);
- } else {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- }
-
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_reflection), 1);
-
- } else {
- if (p_base.is_valid()) {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2);
- } else {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- }
-
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0);
- }
-
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
- memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_size.width;
- copy.push_constant.section[3] = p_size.height;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer.");
-
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
-
- BlurRasterMode mode = BLUR_MIPMAP;
-
- blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
- blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) {
- CopyToDPPushConstant push_constant;
- push_constant.screen_rect[0] = p_rect.position.x;
- push_constant.screen_rect[1] = p_rect.position.y;
- push_constant.screen_rect[2] = p_rect.size.width;
- push_constant.screen_rect[3] = p_rect.size.height;
- push_constant.z_far = p_z_far;
- push_constant.z_near = p_z_near;
- push_constant.texel_size[0] = 1.0f / p_dst_size.x;
- push_constant.texel_size[1] = 1.0f / p_dst_size.y;
- push_constant.texel_size[0] *= p_dp_flip ? -1.0f : 1.0f; // Encode dp flip as x size sign
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER);
-}
-
-void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
- memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
-
- tonemap.push_constant.use_bcs = p_settings.use_bcs;
- tonemap.push_constant.bcs[0] = p_settings.brightness;
- tonemap.push_constant.bcs[1] = p_settings.contrast;
- tonemap.push_constant.bcs[2] = p_settings.saturation;
-
- tonemap.push_constant.use_glow = p_settings.use_glow;
- tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
- tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something
- tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1];
- tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2];
- tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3];
- tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4];
- tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5];
- tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6];
- tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
- tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
- tonemap.push_constant.glow_mode = p_settings.glow_mode;
-
- int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
- if (p_settings.use_1d_color_correction) {
- mode += 2;
- }
-
- tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
- tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
- tonemap.push_constant.exposure = p_settings.exposure;
- tonemap.push_constant.white = p_settings.white;
- tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
- tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
-
- tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
-
- tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
- tonemap.push_constant.use_debanding = p_settings.use_debanding;
- tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
- tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
-
- if (p_settings.view_count > 1) {
- // Use MULTIVIEW versions
- mode += 6;
- }
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer), false, RD::get_singleton()->draw_list_get_current_pass()));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void EffectsRD::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings) {
- memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
-
- tonemap.push_constant.use_bcs = p_settings.use_bcs;
- tonemap.push_constant.bcs[0] = p_settings.brightness;
- tonemap.push_constant.bcs[1] = p_settings.contrast;
- tonemap.push_constant.bcs[2] = p_settings.saturation;
-
- ERR_FAIL_COND_MSG(p_settings.use_glow, "Glow is not supported when using subpasses.");
- tonemap.push_constant.use_glow = p_settings.use_glow;
-
- int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS;
- if (p_settings.view_count > 1) {
- // Use MULTIVIEW versions
- mode += 6;
- }
-
- tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
- tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
- tonemap.push_constant.exposure = p_settings.exposure;
- tonemap.push_constant.white = p_settings.white;
- tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
-
- tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
-
- tonemap.push_constant.use_debanding = p_settings.use_debanding;
- tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
-
- RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass()));
- RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_for_input(p_source_color), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1); // should be set to a default texture, it's ignored
- RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2); // should be set to a default texture, it's ignored
- RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
-
- RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
- RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
-}
-
void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer.");
@@ -952,675 +290,6 @@ void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_
}
}
-void EffectsRD::bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of BOKEH DOF with the mobile renderer.");
-
- bokeh.push_constant.blur_far_active = p_dof_far;
- bokeh.push_constant.blur_far_begin = p_dof_far_begin;
- bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
-
- bokeh.push_constant.blur_near_active = p_dof_near;
- bokeh.push_constant.blur_near_begin = p_dof_near_begin;
- bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
- bokeh.push_constant.use_jitter = p_use_jitter;
- bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
-
- bokeh.push_constant.z_near = p_cam_znear;
- bokeh.push_constant.z_far = p_cam_zfar;
- bokeh.push_constant.orthogonal = p_cam_orthogonal;
- bokeh.push_constant.blur_size = p_bokeh_size;
-
- bokeh.push_constant.second_pass = false;
- bokeh.push_constant.half_size = false;
-
- bokeh.push_constant.blur_scale = 0.5;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- /* FIRST PASS */
- // The alpha channel of the source color texture is filled with the expected circle size
- // If used for DOF far, the size is positive, if used for near, its negative.
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.depth_texture), 1);
-
- bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
- bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
- //second pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]);
-
- static const int quality_samples[4] = { 6, 12, 12, 24 };
-
- bokeh.push_constant.steps = quality_samples[p_quality];
-
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
- //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
-
- bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
- bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
- bokeh.push_constant.half_size = true;
- bokeh.push_constant.blur_size *= 0.5;
-
- } else {
- //medium and high quality use full size
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.secondary_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
- }
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- //third pass
- bokeh.push_constant.second_pass = true;
-
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[1]), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.secondary_texture), 1);
- }
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
- //forth pass, upscale for low quality
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[1]), 1);
-
- bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
- bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
- bokeh.push_constant.half_size = false;
- bokeh.push_constant.second_pass = false;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
- }
- } else {
- //circle
-
- //second pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
-
- static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
-
- bokeh.push_constant.steps = 0;
- bokeh.push_constant.blur_scale = quality_scale[p_quality];
-
- //circle always runs in half size, otherwise too expensive
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
-
- bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
- bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
- bokeh.push_constant.half_size = true;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- //circle is just one pass, then upscale
-
- // upscale
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1);
-
- bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
- bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
- bokeh.push_constant.half_size = false;
- bokeh.push_constant.second_pass = false;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use blur DOF with the clustered renderer.");
-
- memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
-
- bokeh.push_constant.orthogonal = p_cam_orthogonal;
- bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
- bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
- bokeh.push_constant.z_far = p_cam_zfar;
- bokeh.push_constant.z_near = p_cam_znear;
-
- bokeh.push_constant.second_pass = false;
- bokeh.push_constant.half_size = false;
- bokeh.push_constant.blur_size = p_dof_blur_amount;
-
- if (p_dof_far || p_dof_near) {
- if (p_dof_far) {
- bokeh.push_constant.blur_far_active = true;
- bokeh.push_constant.blur_far_begin = p_dof_far_begin;
- bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
- }
-
- if (p_dof_near) {
- bokeh.push_constant.blur_near_active = true;
- bokeh.push_constant.blur_near_begin = p_dof_near_begin;
- bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size;
- }
-
- {
- // generate our depth data
- RID framebuffer = p_buffers.base_weight_fb;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.depth_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- }
-
- if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
- // double pass approach
- BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
-
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
- //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
- bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
- bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
- bokeh.push_constant.half_size = true;
- bokeh.push_constant.blur_size *= 0.5;
- }
-
- static const int quality_samples[4] = { 6, 12, 12, 24 };
- bokeh.push_constant.blur_scale = 0.5;
- bokeh.push_constant.steps = quality_samples[p_quality];
-
- RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
-
- // Pass 1
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-
- // Pass 2
- if (!bokeh.push_constant.half_size) {
- // do not output weight, we're writing back into our base buffer
- mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
- }
- bokeh.push_constant.second_pass = true;
-
- framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb;
- RID texture = bokeh.push_constant.half_size ? p_buffers.half_texture[0] : p_buffers.secondary_texture;
- RID weight = bokeh.push_constant.half_size ? p_buffers.weight_texture[2] : p_buffers.weight_texture[1];
-
- draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(texture), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(weight), 1);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-
- if (bokeh.push_constant.half_size) {
- // Compose pass
- mode = BOKEH_COMPOSITE;
- framebuffer = p_buffers.base_fb;
-
- draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[1]), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[3]), 1);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- }
-
- } else {
- // circular is a single pass approach
- BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR;
-
- {
- // circle always runs in half size, otherwise too expensive (though the code below does support making this optional)
- bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
- bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
- bokeh.push_constant.half_size = true;
- // bokeh.push_constant.blur_size *= 0.5;
- }
-
- static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
- bokeh.push_constant.blur_scale = quality_scale[p_quality];
- bokeh.push_constant.steps = 0.0;
-
- RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-
- if (bokeh.push_constant.half_size) {
- // Compose
- mode = BOKEH_COMPOSITE;
- framebuffer = p_buffers.base_fb;
-
- draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[0]), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[2]), 1);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- } else {
- // Just copy it back (we use our blur raster shader here)..
- draw_list = RD::get_singleton()->draw_list_begin(p_buffers.base_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_buffers.base_fb)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.secondary_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- }
- }
- }
-}
-
-void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
- if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
- }
-
- for (int i = 0; i < 4; i++) {
- if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
- continue;
- }
-
- ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
- ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
- ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
- ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
- ssao.gather_push_constant.pass = i;
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 2);
- RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
-
- Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
-
- RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
- }
- RD::get_singleton()->compute_list_add_barrier(p_compute_list);
-}
-
-void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->draw_command_begin_label("SSAO");
- /* FIRST PASS */
- // Downsample and deinterleave the depth buffer.
- {
- RD::get_singleton()->draw_command_begin_label("Downsample Depth");
- if (p_invalidate_uniform_sets) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.ids.push_back(p_depth_mipmaps[1]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(p_depth_mipmaps[2]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(p_depth_mipmaps[3]);
- uniforms.push_back(u);
- }
- r_downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2);
- }
-
- float depth_linearize_mul = -p_projection.matrix[3][2];
- float depth_linearize_add = p_projection.matrix[2][2];
- if (depth_linearize_mul * depth_linearize_add < 0) {
- depth_linearize_add = -depth_linearize_add;
- }
-
- ssao.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
- ssao.downsample_push_constant.z_near = depth_linearize_mul;
- ssao.downsample_push_constant.z_far = depth_linearize_add;
- if (ssao.downsample_push_constant.orthogonal) {
- ssao.downsample_push_constant.z_near = p_projection.get_z_near();
- ssao.downsample_push_constant.z_far = p_projection.get_z_far();
- }
- ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
- ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
- ssao.downsample_push_constant.radius_sq = p_settings.radius * p_settings.radius;
-
- int downsample_pipeline = SSAO_DOWNSAMPLE;
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- downsample_pipeline = SSAO_DOWNSAMPLE_HALF;
- } else if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
- downsample_pipeline = SSAO_DOWNSAMPLE_MIPMAP;
- }
-
- if (p_settings.half_size) {
- downsample_pipeline++;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[downsample_pipeline]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1);
- if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, r_downsample_uniform_set, 2);
- }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant));
-
- Size2i size(MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)), MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label(); // Downsample SSAO
- }
-
- /* SECOND PASS */
- // Sample SSAO
- {
- RD::get_singleton()->draw_command_begin_label("Gather Samples");
- ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
- ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
-
- ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
- ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
- float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
- float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
- ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
- ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
- ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
- ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
- ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
-
- ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25;
- ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25;
-
- float radius_near_limit = (p_settings.radius * 1.2f);
- if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) {
- radius_near_limit *= 1.50f;
-
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- ssao.gather_push_constant.radius *= 0.8f;
- }
- if (p_settings.half_size) {
- ssao.gather_push_constant.radius *= 0.5f;
- }
- }
- radius_near_limit /= tan_half_fov_y;
- ssao.gather_push_constant.radius = p_settings.radius;
- ssao.gather_push_constant.intensity = p_settings.intensity;
- ssao.gather_push_constant.shadow_power = p_settings.power;
- ssao.gather_push_constant.shadow_clamp = 0.98;
- ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
- ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
- ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
- ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
- ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
-
- ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255);
- ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
-
- ssao.gather_push_constant.detail_intensity = p_settings.detail;
- ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
- ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
-
- if (p_invalidate_uniform_sets) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.ids.push_back(ssao.mirror_sampler);
- u.ids.push_back(p_depth_mipmaps_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(p_normal_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.ids.push_back(ssao.gather_constants_buffer);
- uniforms.push_back(u);
- }
- r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0);
- }
-
- if (p_invalidate_uniform_sets) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.ids.push_back(p_ao_pong);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 1;
- u.ids.push_back(default_sampler);
- u.ids.push_back(p_importance_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.ids.push_back(ssao.importance_map_load_counter);
- uniforms.push_back(u);
- }
- r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
- }
-
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) {
- RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
- ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
- ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
- ssao.importance_map_push_constant.intensity = p_settings.intensity;
- ssao.importance_map_push_constant.power = p_settings.power;
- //base pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
- gather_ssao(compute_list, p_ao_pong_slices, p_settings, true, r_gather_uniform_set, RID());
- //generate importance map
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- //process importance map A
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- //process Importance Map B
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
- RD::get_singleton()->draw_command_end_label(); // Importance Map
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
- }
-
- gather_ssao(compute_list, p_ao_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set);
- RD::get_singleton()->draw_command_end_label(); // Gather SSAO
- }
-
- // /* THIRD PASS */
- // // Blur
- //
- {
- RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
- ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
- ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
- ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
-
- int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
-
- for (int pass = 0; pass < blur_passes; pass++) {
- int blur_pipeline = SSAO_BLUR_PASS;
- if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
- if (pass < blur_passes - 2) {
- blur_pipeline = SSAO_BLUR_PASS_WIDE;
- } else {
- blur_pipeline = SSAO_BLUR_PASS_SMART;
- }
- }
-
- for (int i = 0; i < 4; i++) {
- if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
- continue;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
- if (pass % 2 == 0) {
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ssao.mirror_sampler), 0);
- }
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1);
- } else {
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ssao.mirror_sampler), 0);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1);
- }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
-
- Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
- }
-
- if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- }
- RD::get_singleton()->draw_command_end_label(); // Blur
- }
-
- /* FOURTH PASS */
- // Interleave buffers
- // back to full size
- {
- RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
- ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
- ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
- ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
- ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
-
- int interleave_pipeline = SSAO_INTERLEAVE_HALF;
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) {
- interleave_pipeline = SSAO_INTERLEAVE;
- } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
- interleave_pipeline = SSAO_INTERLEAVE_SMART;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 0);
- if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao), 1);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 1);
- }
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label(); // Interleave
- }
- RD::get_singleton()->draw_command_end_label(); //SSAO
- RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); //wait for upcoming transfer
-
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
-}
-
void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
roughness_limiter.push_constant.screen_size[0] = p_size.x;
roughness_limiter.push_constant.screen_size[1] = p_size.y;
@@ -1638,189 +307,6 @@ void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap roughness with the mobile renderer.");
-
- memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
-
- roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id;
- roughness.push_constant.roughness = p_roughness;
- roughness.push_constant.sample_count = p_sample_count;
- roughness.push_constant.use_direct_write = p_roughness == 0.0;
- roughness.push_constant.face_size = p_size;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
-
- int x_groups = (p_size - 1) / 8 + 1;
- int y_groups = (p_size - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, p_face_id > 9 ? 6 : 1);
-
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap roughness with the clustered renderer.");
- ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap roughness must process one side at a time.");
-
- memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
-
- roughness.push_constant.face_id = p_face_id;
- roughness.push_constant.roughness = p_roughness;
- roughness.push_constant.sample_count = p_sample_count;
- roughness.push_constant.use_direct_write = p_roughness == 0.0;
- roughness.push_constant.face_size = p_size;
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void EffectsRD::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap downsample with the mobile renderer.");
-
- cubemap_downsampler.push_constant.face_size = p_size.x;
- cubemap_downsampler.push_constant.face_id = 0; // we render all 6 sides to each layer in one call
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.compute_pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_cubemap), 1);
-
- int x_groups = (p_size.x - 1) / 8 + 1;
- int y_groups = (p_size.y - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 6); // one z_group for each face
-
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap downsample with the clustered renderer.");
- ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap downsample must process one side at a time.");
-
- cubemap_downsampler.push_constant.face_size = p_size.x;
- cubemap_downsampler.push_constant.face_id = p_face_id;
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_cubemap), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void EffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap filter with the mobile renderer.");
-
- Vector<RD::Uniform> uniforms;
- for (int i = 0; i < p_dest_cubemap.size(); i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = i;
- u.ids.push_back(p_dest_cubemap[i]);
- uniforms.push_back(u);
- }
- if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
- RD::get_singleton()->free(filter.image_uniform_set);
- }
- filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, 0), 2);
-
- int pipeline = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY;
- pipeline = filter.use_high_quality ? pipeline : pipeline + 1;
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.compute_pipelines[pipeline]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap, true), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2);
-
- int x_groups = p_use_array ? 1792 : 342; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, 6, 1); // one y_group for each face
-
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap filter with the clustered renderer.");
- ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap filter must process one side at a time.");
-
- // TODO implement!
- CubemapFilterRasterPushConstant push_constant;
- push_constant.mip_level = p_mip_level;
- push_constant.face_id = p_face_id;
-
- CubemapFilterMode mode = filter.use_high_quality ? FILTER_MODE_HIGH_QUALITY : FILTER_MODE_LOW_QUALITY;
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_cubemap), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
- ResolvePushConstant push_constant;
- push_constant.screen_size[0] = p_screen_size.x;
- push_constant.screen_size[1] = p_screen_size.y;
- push_constant.samples = p_samples;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_source_depth, p_source_normal_roughness), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_dest_depth, p_dest_normal_roughness), 1);
- if (p_source_voxel_gi.is_valid()) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_voxel_gi), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_voxel_gi), 3);
- }
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
-
- RD::get_singleton()->compute_list_end(p_barrier);
-}
-
-void EffectsRD::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
- ResolvePushConstant push_constant;
- push_constant.screen_size[0] = p_screen_size.x;
- push_constant.screen_size[1] = p_screen_size.y;
- push_constant.samples = p_samples;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[RESOLVE_MODE_DEPTH]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_depth), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_depth), 1);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
-
- RD::get_singleton()->compute_list_end(p_barrier);
-}
-
void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
Sort::PushConstant push_constant;
push_constant.total_elements = p_size;
@@ -1891,147 +377,29 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
}
EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
- prefer_raster_effects = p_prefer_raster_effects;
-
- if (prefer_raster_effects) {
- // init blur shader (on compute use copy shader)
-
- Vector<String> blur_modes;
- blur_modes.push_back("\n#define MODE_MIPMAP\n"); // BLUR_MIPMAP
- blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR
- blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
- blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
- blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
-
- blur_raster.shader.initialize(blur_modes);
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
- blur_raster.shader_version = blur_raster.shader.version_create();
-
- for (int i = 0; i < BLUR_MODE_MAX; i++) {
- blur_raster.pipelines[i].setup(blur_raster.shader.version_get_shader(blur_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- }
-
- } else {
- // not used in clustered
- for (int i = 0; i < BLUR_MODE_MAX; i++) {
- blur_raster.pipelines[i].clear();
- }
- }
-
- if (!prefer_raster_effects) { // Initialize copy
- Vector<String> copy_modes;
- copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
- copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
- copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n");
- copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
- copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
- copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n");
- copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n");
- copy_modes.push_back("\n#define MODE_SET_COLOR\n");
- copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n");
- copy_modes.push_back("\n#define MODE_MIPMAP\n");
- copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
- copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n");
- copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n");
-
- copy.shader.initialize(copy_modes);
- memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
- if (prefer_raster_effects) {
- // disable shaders we can't use
- copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY, false);
- copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY_8BIT, false);
- copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW, false);
- copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, false);
- }
-
- copy.shader_version = copy.shader.version_create();
-
- for (int i = 0; i < COPY_MODE_MAX; i++) {
- if (copy.shader.is_variant_enabled(i)) {
- copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
- }
- }
- }
- {
- Vector<String> copy_modes;
- copy_modes.push_back("\n");
- copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
- copy_modes.push_back("\n#define MODE_TWO_SOURCES\n");
-
- copy_to_fb.shader.initialize(copy_modes);
-
- copy_to_fb.shader_version = copy_to_fb.shader.version_create();
-
- //use additive
-
- for (int i = 0; i < COPY_TO_FB_MAX; i++) {
- copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- }
- }
-
{
- // Initialize roughness
- Vector<String> cubemap_roughness_modes;
- cubemap_roughness_modes.push_back("");
-
- if (prefer_raster_effects) {
- roughness.raster_shader.initialize(cubemap_roughness_modes);
-
- roughness.shader_version = roughness.raster_shader.version_create();
-
- roughness.raster_pipeline.setup(roughness.raster_shader.version_get_shader(roughness.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
-
+ Vector<String> FSR_upscale_modes;
+
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
+ // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though.
+ FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
+#else
+ // Everyone else can use normal mode when available.
+ if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
+ FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
} else {
- roughness.compute_shader.initialize(cubemap_roughness_modes);
-
- roughness.shader_version = roughness.compute_shader.version_create();
-
- roughness.compute_pipeline = RD::get_singleton()->compute_pipeline_create(roughness.compute_shader.version_get_shader(roughness.shader_version, 0));
- roughness.raster_pipeline.clear();
+ FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
}
- }
+#endif
- {
- // Initialize tonemapper
- Vector<String> tonemap_modes;
- tonemap_modes.push_back("\n");
- tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
- tonemap_modes.push_back("\n#define USE_1D_LUT\n");
- tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
- tonemap_modes.push_back("\n#define SUBPASS\n");
- tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n");
-
- // multiview versions of our shaders
- tonemap_modes.push_back("\n#define MULTIVIEW\n");
- tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n");
- tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n");
- tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
- tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n");
- tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n");
-
- tonemap.shader.initialize(tonemap_modes);
-
- if (!RendererCompositorRD::singleton->is_xr_enabled()) {
- tonemap.shader.set_variant_enabled(TONEMAP_MODE_NORMAL_MULTIVIEW, false);
- tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false);
- tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false);
- tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false);
- tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_MULTIVIEW, false);
- tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, false);
- }
+ FSR_upscale.shader.initialize(FSR_upscale_modes);
- tonemap.shader_version = tonemap.shader.version_create();
-
- for (int i = 0; i < TONEMAP_MODE_MAX; i++) {
- if (tonemap.shader.is_variant_enabled(i)) {
- tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- } else {
- tonemap.pipelines[i].clear();
- }
- }
+ FSR_upscale.shader_version = FSR_upscale.shader.version_create();
+ FSR_upscale.pipeline = RD::get_singleton()->compute_pipeline_create(FSR_upscale.shader.version_get_shader(FSR_upscale.shader_version, 0));
}
+ prefer_raster_effects = p_prefer_raster_effects;
+
if (prefer_raster_effects) {
Vector<String> luminance_reduce_modes;
luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
@@ -2065,200 +433,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
}
- {
- // Initialize copier
- Vector<String> copy_modes;
- copy_modes.push_back("\n");
-
- cube_to_dp.shader.initialize(copy_modes);
-
- cube_to_dp.shader_version = cube_to_dp.shader.version_create();
- RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0);
- RD::PipelineDepthStencilState dss;
- dss.enable_depth_test = true;
- dss.depth_compare_operator = RD::COMPARE_OP_ALWAYS;
- dss.enable_depth_write = true;
- cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0);
- }
-
- // Initialize bokeh
- Vector<String> bokeh_modes;
- bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
- bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
- if (prefer_raster_effects) {
- bokeh.raster_shader.initialize(bokeh_modes);
-
- bokeh.shader_version = bokeh.raster_shader.version_create();
-
- const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
- for (int i = 0; i < BOKEH_MAX; i++) {
- RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
- bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
- }
- } else {
- bokeh.compute_shader.initialize(bokeh_modes);
- bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
- bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
- bokeh.shader_version = bokeh.compute_shader.version_create();
-
- for (int i = 0; i < BOKEH_MAX; i++) {
- if (bokeh.compute_shader.is_variant_enabled(i)) {
- bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
- }
- }
-
- for (int i = 0; i < BOKEH_MAX; i++) {
- bokeh.raster_pipelines[i].clear();
- }
- }
-
- if (!prefer_raster_effects) {
- // Initialize ssao
-
- RD::SamplerState sampler;
- sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.max_lod = 4;
-
- ssao.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
-
- uint32_t pipeline = 0;
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
- ssao_modes.push_back("\n#define GENERATE_MIPS\n");
- ssao_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE");
- ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n");
- ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE");
-
- ssao.downsample_shader.initialize(ssao_modes);
-
- ssao.downsample_shader_version = ssao.downsample_shader.version_create();
-
- for (int i = 0; i <= SSAO_DOWNSAMPLE_HALF_RES_HALF; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, i));
- pipeline++;
- }
- }
- {
- Vector<String> ssao_modes;
-
- ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define SSAO_BASE\n");
- ssao_modes.push_back("\n#define ADAPTIVE\n");
-
- ssao.gather_shader.initialize(ssao_modes);
-
- ssao.gather_shader_version = ssao.gather_shader.version_create();
-
- for (int i = SSAO_GATHER; i <= SSAO_GATHER_ADAPTIVE; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER));
- pipeline++;
- }
-
- ssao.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSAOGatherConstants));
- SSAOGatherConstants gather_constants;
-
- const int sub_pass_count = 5;
- for (int pass = 0; pass < 4; pass++) {
- for (int subPass = 0; subPass < sub_pass_count; subPass++) {
- int a = pass;
- int spmap[5]{ 0, 1, 4, 3, 2 };
- int b = spmap[subPass];
-
- float ca, sa;
- float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
-
- ca = Math::cos(angle0);
- sa = Math::sin(angle0);
-
- float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
-
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
- }
- }
-
- RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants);
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define GENERATE_MAP\n");
- ssao_modes.push_back("\n#define PROCESS_MAPA\n");
- ssao_modes.push_back("\n#define PROCESS_MAPB\n");
-
- ssao.importance_map_shader.initialize(ssao_modes);
-
- ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
-
- for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
-
- pipeline++;
- }
- ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
- RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(ssao.importance_map_load_counter);
- uniforms.push_back(u);
- }
- ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
- RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MODE_NON_SMART\n");
- ssao_modes.push_back("\n#define MODE_SMART\n");
- ssao_modes.push_back("\n#define MODE_WIDE\n");
-
- ssao.blur_shader.initialize(ssao_modes);
-
- ssao.blur_shader_version = ssao.blur_shader.version_create();
-
- for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
-
- pipeline++;
- }
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MODE_NON_SMART\n");
- ssao_modes.push_back("\n#define MODE_SMART\n");
- ssao_modes.push_back("\n#define MODE_HALF\n");
-
- ssao.interleave_shader.initialize(ssao_modes);
-
- ssao.interleave_shader_version = ssao.interleave_shader.version_create();
- for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
- RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
- pipeline++;
- }
- }
-
- ERR_FAIL_COND(pipeline != SSAO_MAX);
- }
-
if (!prefer_raster_effects) {
// Initialize roughness limiter
Vector<String> shader_modes;
@@ -2271,169 +445,8 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
roughness_limiter.pipeline = RD::get_singleton()->compute_pipeline_create(roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0));
}
- {
- //Initialize cubemap downsampler
- Vector<String> cubemap_downsampler_modes;
- cubemap_downsampler_modes.push_back("");
-
- if (prefer_raster_effects) {
- cubemap_downsampler.raster_shader.initialize(cubemap_downsampler_modes);
-
- cubemap_downsampler.shader_version = cubemap_downsampler.raster_shader.version_create();
-
- cubemap_downsampler.raster_pipeline.setup(cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- } else {
- cubemap_downsampler.compute_shader.initialize(cubemap_downsampler_modes);
-
- cubemap_downsampler.shader_version = cubemap_downsampler.compute_shader.version_create();
-
- cubemap_downsampler.compute_pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0));
- cubemap_downsampler.raster_pipeline.clear();
- }
- }
-
- {
- // Initialize cubemap filter
- filter.use_high_quality = GLOBAL_GET("rendering/reflections/sky_reflections/fast_filter_high_quality");
-
- Vector<String> cubemap_filter_modes;
- cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n");
- cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n");
- cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n#define USE_TEXTURE_ARRAY\n");
- cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n#define USE_TEXTURE_ARRAY\n");
-
- if (filter.use_high_quality) {
- filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs));
- RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0]);
- } else {
- filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs));
- RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0]);
- }
-
- if (prefer_raster_effects) {
- filter.raster_shader.initialize(cubemap_filter_modes);
-
- // array variants are not supported in raster
- filter.raster_shader.set_variant_enabled(FILTER_MODE_HIGH_QUALITY_ARRAY, false);
- filter.raster_shader.set_variant_enabled(FILTER_MODE_LOW_QUALITY_ARRAY, false);
-
- filter.shader_version = filter.raster_shader.version_create();
-
- for (int i = 0; i < FILTER_MODE_MAX; i++) {
- if (filter.raster_shader.is_variant_enabled(i)) {
- filter.raster_pipelines[i].setup(filter.raster_shader.version_get_shader(filter.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- } else {
- filter.raster_pipelines[i].clear();
- }
- }
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(filter.coefficient_buffer);
- uniforms.push_back(u);
- }
- filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.raster_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
- } else {
- filter.compute_shader.initialize(cubemap_filter_modes);
- filter.shader_version = filter.compute_shader.version_create();
-
- for (int i = 0; i < FILTER_MODE_MAX; i++) {
- filter.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.compute_shader.version_get_shader(filter.shader_version, i));
- filter.raster_pipelines[i].clear();
- }
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(filter.coefficient_buffer);
- uniforms.push_back(u);
- }
- filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
- }
- }
-
- if (!prefer_raster_effects) {
- Vector<String> specular_modes;
- specular_modes.push_back("\n#define MODE_MERGE\n");
- specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n");
- specular_modes.push_back("\n");
- specular_modes.push_back("\n#define MODE_SSR\n");
-
- specular_merge.shader.initialize(specular_modes);
-
- specular_merge.shader_version = specular_merge.shader.version_create();
-
- //use additive
-
- RD::PipelineColorBlendState::Attachment ba;
- ba.enable_blend = true;
- ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.color_blend_op = RD::BLEND_OP_ADD;
- ba.alpha_blend_op = RD::BLEND_OP_ADD;
-
- RD::PipelineColorBlendState blend_additive;
- blend_additive.attachments.push_back(ba);
-
- for (int i = 0; i < SPECULAR_MERGE_MAX; i++) {
- RD::PipelineColorBlendState blend_state;
- if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR) {
- blend_state = blend_additive;
- } else {
- blend_state = RD::PipelineColorBlendState::create_disabled();
- }
- specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
- }
- }
-
if (!prefer_raster_effects) {
{
- Vector<String> ssr_modes;
- ssr_modes.push_back("\n");
- ssr_modes.push_back("\n#define MODE_ROUGH\n");
-
- ssr.shader.initialize(ssr_modes);
-
- ssr.shader_version = ssr.shader.version_create();
-
- for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
- ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i));
- }
- }
-
- {
- Vector<String> ssr_filter_modes;
- ssr_filter_modes.push_back("\n");
- ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n");
-
- ssr_filter.shader.initialize(ssr_filter_modes);
-
- ssr_filter.shader_version = ssr_filter.shader.version_create();
-
- for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
- ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i));
- }
- }
-
- {
- Vector<String> ssr_scale_modes;
- ssr_scale_modes.push_back("\n");
-
- ssr_scale.shader.initialize(ssr_scale_modes);
-
- ssr_scale.shader_version = ssr_scale.shader.version_create();
-
- ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0));
- }
-
- {
Vector<String> sss_modes;
sss_modes.push_back("\n#define USE_11_SAMPLES\n");
sss_modes.push_back("\n#define USE_17_SAMPLES\n");
@@ -2447,21 +460,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
}
}
-
- {
- Vector<String> resolve_modes;
- resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
- resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
- resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
-
- resolve.shader.initialize(resolve_modes);
-
- resolve.shader_version = resolve.shader.version_create();
-
- for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
- resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
- }
- }
}
{
@@ -2479,6 +477,14 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
}
+ {
+ Vector<String> taa_modes;
+ taa_modes.push_back("\n#define MODE_TAA_RESOLVE");
+ TAA_resolve.shader.initialize(taa_modes);
+ TAA_resolve.shader_version = TAA_resolve.shader.version_create();
+ TAA_resolve.pipeline = RD::get_singleton()->compute_pipeline_create(TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0));
+ }
+
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
@@ -2513,54 +519,20 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
EffectsRD::~EffectsRD() {
- if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
- RD::get_singleton()->free(filter.image_uniform_set);
- }
-
- if (RD::get_singleton()->uniform_set_is_valid(filter.uniform_set)) {
- RD::get_singleton()->free(filter.uniform_set);
- }
-
RD::get_singleton()->free(default_sampler);
RD::get_singleton()->free(default_mipmap_sampler);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
- RD::get_singleton()->free(filter.coefficient_buffer);
+ FSR_upscale.shader.version_free(FSR_upscale.shader_version);
+ TAA_resolve.shader.version_free(TAA_resolve.shader_version);
if (prefer_raster_effects) {
- blur_raster.shader.version_free(blur_raster.shader_version);
- bokeh.raster_shader.version_free(blur_raster.shader_version);
luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
- roughness.raster_shader.version_free(roughness.shader_version);
- cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version);
- filter.raster_shader.version_free(filter.shader_version);
} else {
- bokeh.compute_shader.version_free(bokeh.shader_version);
luminance_reduce.shader.version_free(luminance_reduce.shader_version);
- roughness.compute_shader.version_free(roughness.shader_version);
- cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version);
- filter.compute_shader.version_free(filter.shader_version);
}
if (!prefer_raster_effects) {
- copy.shader.version_free(copy.shader_version);
- resolve.shader.version_free(resolve.shader_version);
- specular_merge.shader.version_free(specular_merge.shader_version);
- ssao.blur_shader.version_free(ssao.blur_shader_version);
- ssao.gather_shader.version_free(ssao.gather_shader_version);
- ssao.downsample_shader.version_free(ssao.downsample_shader_version);
- ssao.interleave_shader.version_free(ssao.interleave_shader_version);
- ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
- ssr.shader.version_free(ssr.shader_version);
- ssr_filter.shader.version_free(ssr_filter.shader_version);
- ssr_scale.shader.version_free(ssr_scale.shader_version);
sss.shader.version_free(sss.shader_version);
-
- RD::get_singleton()->free(ssao.mirror_sampler);
- RD::get_singleton()->free(ssao.gather_constants_buffer);
- RD::get_singleton()->free(ssao.importance_map_load_counter);
}
- copy_to_fb.shader.version_free(copy_to_fb.shader_version);
- cube_to_dp.shader.version_free(cube_to_dp.shader_version);
sort.shader.version_free(sort.shader_version);
- tonemap.shader.version_free(tonemap.shader_version);
}
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 0db0919dbc..94cd26fae9 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,36 +31,15 @@
#ifndef EFFECTS_RD_H
#define EFFECTS_RD_H
-#include "core/math/camera_matrix.h"
+#include "core/math/projection.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
-#include "servers/rendering/renderer_rd/shaders/blur_raster.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/taa_resolve.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
@@ -69,209 +48,41 @@ class EffectsRD {
private:
bool prefer_raster_effects;
- enum BlurRasterMode {
- BLUR_MIPMAP,
-
- BLUR_MODE_GAUSSIAN_BLUR,
- BLUR_MODE_GAUSSIAN_GLOW,
- BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
- BLUR_MODE_COPY,
-
- BLUR_MODE_MAX
- };
-
- enum {
- BLUR_FLAG_HORIZONTAL = (1 << 0),
- BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
- BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
- };
-
- struct BlurRasterPushConstant {
- float pixel_size[2];
- uint32_t flags;
- uint32_t pad;
-
- //glow
- float glow_strength;
- float glow_bloom;
- float glow_hdr_threshold;
- float glow_hdr_scale;
-
- float glow_exposure;
- float glow_white;
- float glow_luminance_cap;
- float glow_auto_exposure_grey;
- };
-
- struct BlurRaster {
- BlurRasterPushConstant push_constant;
- BlurRasterShaderRD shader;
- RID shader_version;
- PipelineCacheRD pipelines[BLUR_MODE_MAX];
- } blur_raster;
-
- enum CopyMode {
- COPY_MODE_GAUSSIAN_COPY,
- COPY_MODE_GAUSSIAN_COPY_8BIT,
- COPY_MODE_GAUSSIAN_GLOW,
- COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
- COPY_MODE_SIMPLY_COPY,
- COPY_MODE_SIMPLY_COPY_8BIT,
- COPY_MODE_SIMPLY_COPY_DEPTH,
- COPY_MODE_SET_COLOR,
- COPY_MODE_SET_COLOR_8BIT,
- COPY_MODE_MIPMAP,
- COPY_MODE_LINEARIZE_DEPTH,
- COPY_MODE_CUBE_TO_PANORAMA,
- COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
- COPY_MODE_MAX,
-
- };
-
- enum {
- COPY_FLAG_HORIZONTAL = (1 << 0),
- COPY_FLAG_USE_COPY_SECTION = (1 << 1),
- COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
- COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
- COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
- COPY_FLAG_FLIP_Y = (1 << 5),
- COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
- COPY_FLAG_ALL_SOURCE = (1 << 7),
- COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
- COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
- };
-
- struct CopyPushConstant {
- int32_t section[4];
- int32_t target[2];
- uint32_t flags;
- uint32_t pad;
- // Glow.
- float glow_strength;
- float glow_bloom;
- float glow_hdr_threshold;
- float glow_hdr_scale;
-
- float glow_exposure;
- float glow_white;
- float glow_luminance_cap;
- float glow_auto_exposure_grey;
- // DOF.
- float camera_z_far;
- float camera_z_near;
- uint32_t pad2[2];
- //SET color
- float set_color[4];
+ enum FSRUpscalePass {
+ FSR_UPSCALE_PASS_EASU = 0,
+ FSR_UPSCALE_PASS_RCAS = 1
};
- struct Copy {
- CopyPushConstant push_constant;
- CopyShaderRD shader;
- RID shader_version;
- RID pipelines[COPY_MODE_MAX];
-
- } copy;
-
- enum CopyToFBMode {
- COPY_TO_FB_COPY,
- COPY_TO_FB_COPY_PANORAMA_TO_DP,
- COPY_TO_FB_COPY2,
- COPY_TO_FB_MAX,
-
- };
-
- struct CopyToFbPushConstant {
- float section[4];
- float pixel_size[2];
- uint32_t flip_y;
- uint32_t use_section;
-
- uint32_t force_luminance;
- uint32_t alpha_to_zero;
- uint32_t srgb;
- uint32_t pad;
- };
-
- struct CopyToFb {
- CopyToFbPushConstant push_constant;
- CopyToFbShaderRD shader;
- RID shader_version;
- PipelineCacheRD pipelines[COPY_TO_FB_MAX];
-
- } copy_to_fb;
-
- struct CubemapRoughnessPushConstant {
- uint32_t face_id;
- uint32_t sample_count;
- float roughness;
- uint32_t use_direct_write;
- float face_size;
- float pad[3];
+ struct FSRUpscalePushConstant {
+ float resolution_width;
+ float resolution_height;
+ float upscaled_width;
+ float upscaled_height;
+ float sharpness;
+ int pass;
+ int _unused0, _unused1;
};
- struct CubemapRoughness {
- CubemapRoughnessPushConstant push_constant;
- CubemapRoughnessShaderRD compute_shader;
- CubemapRoughnessRasterShaderRD raster_shader;
+ struct FSRUpscale {
+ FSRUpscalePushConstant push_constant;
+ FsrUpscaleShaderRD shader;
RID shader_version;
- RID compute_pipeline;
- PipelineCacheRD raster_pipeline;
- } roughness;
-
- enum TonemapMode {
- TONEMAP_MODE_NORMAL,
- TONEMAP_MODE_BICUBIC_GLOW_FILTER,
- TONEMAP_MODE_1D_LUT,
- TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
- TONEMAP_MODE_SUBPASS,
- TONEMAP_MODE_SUBPASS_1D_LUT,
-
- TONEMAP_MODE_NORMAL_MULTIVIEW,
- TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW,
- TONEMAP_MODE_1D_LUT_MULTIVIEW,
- TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW,
- TONEMAP_MODE_SUBPASS_MULTIVIEW,
- TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW,
-
- TONEMAP_MODE_MAX
- };
-
- struct TonemapPushConstant {
- float bcs[3]; // 12 - 12
- uint32_t use_bcs; // 4 - 16
-
- uint32_t use_glow; // 4 - 20
- uint32_t use_auto_exposure; // 4 - 24
- uint32_t use_color_correction; // 4 - 28
- uint32_t tonemapper; // 4 - 32
-
- uint32_t glow_texture_size[2]; // 8 - 40
- float glow_intensity; // 4 - 44
- uint32_t pad3; // 4 - 48
-
- uint32_t glow_mode; // 4 - 52
- float glow_levels[7]; // 28 - 80
-
- float exposure; // 4 - 84
- float white; // 4 - 88
- float auto_exposure_grey; // 4 - 92
- float luminance_multiplier; // 4 - 96
+ RID pipeline;
+ } FSR_upscale;
- float pixel_size[2]; // 8 - 104
- uint32_t use_fxaa; // 4 - 108
- uint32_t use_debanding; // 4 - 112
+ struct TAAResolvePushConstant {
+ float resolution_width;
+ float resolution_height;
+ float disocclusion_threshold;
+ float disocclusion_scale;
};
- /* tonemap actually writes to a framebuffer, which is
- * better to do using the raster pipeline rather than
- * compute, as that framebuffer might be in different formats
- */
- struct Tonemap {
- TonemapPushConstant push_constant;
- TonemapShaderRD shader;
+ struct TAAResolve {
+ TAAResolvePushConstant push_constant;
+ TaaResolveShaderRD shader;
RID shader_version;
- PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
- } tonemap;
+ RID pipeline;
+ } TAA_resolve;
enum LuminanceReduceMode {
LUMINANCE_REDUCE_READ,
@@ -318,180 +129,6 @@ private:
PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
} luminance_reduce_raster;
- struct CopyToDPPushConstant {
- float z_far;
- float z_near;
- float texel_size[2];
- float screen_rect[4];
- };
-
- struct CoptToDP {
- CubeToDpShaderRD shader;
- RID shader_version;
- PipelineCacheRD pipeline;
- } cube_to_dp;
-
- struct BokehPushConstant {
- uint32_t size[2];
- float z_far;
- float z_near;
-
- uint32_t orthogonal;
- float blur_size;
- float blur_scale;
- uint32_t steps;
-
- uint32_t blur_near_active;
- float blur_near_begin;
- float blur_near_end;
- uint32_t blur_far_active;
-
- float blur_far_begin;
- float blur_far_end;
- uint32_t second_pass;
- uint32_t half_size;
-
- uint32_t use_jitter;
- float jitter_seed;
- uint32_t pad[2];
- };
-
- enum BokehMode {
- BOKEH_GEN_BLUR_SIZE,
- BOKEH_GEN_BOKEH_BOX,
- BOKEH_GEN_BOKEH_BOX_NOWEIGHT,
- BOKEH_GEN_BOKEH_HEXAGONAL,
- BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
- BOKEH_GEN_BOKEH_CIRCULAR,
- BOKEH_COMPOSITE,
- BOKEH_MAX
- };
-
- struct Bokeh {
- BokehPushConstant push_constant;
- BokehDofShaderRD compute_shader;
- BokehDofRasterShaderRD raster_shader;
- RID shader_version;
- RID compute_pipelines[BOKEH_MAX];
- PipelineCacheRD raster_pipelines[BOKEH_MAX];
- } bokeh;
-
- enum SSAOMode {
- SSAO_DOWNSAMPLE,
- SSAO_DOWNSAMPLE_HALF_RES,
- SSAO_DOWNSAMPLE_MIPMAP,
- SSAO_DOWNSAMPLE_MIPMAP_HALF_RES,
- SSAO_DOWNSAMPLE_HALF,
- SSAO_DOWNSAMPLE_HALF_RES_HALF,
- SSAO_GATHER,
- SSAO_GATHER_BASE,
- SSAO_GATHER_ADAPTIVE,
- SSAO_GENERATE_IMPORTANCE_MAP,
- SSAO_PROCESS_IMPORTANCE_MAPA,
- SSAO_PROCESS_IMPORTANCE_MAPB,
- SSAO_BLUR_PASS,
- SSAO_BLUR_PASS_SMART,
- SSAO_BLUR_PASS_WIDE,
- SSAO_INTERLEAVE,
- SSAO_INTERLEAVE_SMART,
- SSAO_INTERLEAVE_HALF,
- SSAO_MAX
- };
-
- struct SSAODownsamplePushConstant {
- float pixel_size[2];
- float z_far;
- float z_near;
- uint32_t orthogonal;
- float radius_sq;
- uint32_t pad[2];
- };
-
- struct SSAOGatherPushConstant {
- int32_t screen_size[2];
- int pass;
- int quality;
-
- float half_screen_pixel_size[2];
- int size_multiplier;
- float detail_intensity;
-
- float NDC_to_view_mul[2];
- float NDC_to_view_add[2];
-
- float pad[2];
- float half_screen_pixel_size_x025[2];
-
- float radius;
- float intensity;
- float shadow_power;
- float shadow_clamp;
-
- float fade_out_mul;
- float fade_out_add;
- float horizon_angle_threshold;
- float inv_radius_near_limit;
-
- bool is_orthogonal;
- float neg_inv_radius;
- float load_counter_avg_div;
- float adaptive_sample_limit;
-
- int32_t pass_coord_offset[2];
- float pass_uv_offset[2];
- };
-
- struct SSAOGatherConstants {
- float rotation_matrices[80]; //5 vec4s * 4
- };
-
- struct SSAOImportanceMapPushConstant {
- float half_screen_pixel_size[2];
- float intensity;
- float power;
- };
-
- struct SSAOBlurPushConstant {
- float edge_sharpness;
- float pad;
- float half_screen_pixel_size[2];
- };
-
- struct SSAOInterleavePushConstant {
- float inv_sharpness;
- uint32_t size_modifier;
- float pixel_size[2];
- };
-
- struct SSAO {
- SSAODownsamplePushConstant downsample_push_constant;
- SsaoDownsampleShaderRD downsample_shader;
- RID downsample_shader_version;
-
- SSAOGatherPushConstant gather_push_constant;
- SsaoShaderRD gather_shader;
- RID gather_shader_version;
- RID gather_constants_buffer;
- bool gather_initialized = false;
-
- SSAOImportanceMapPushConstant importance_map_push_constant;
- SsaoImportanceMapShaderRD importance_map_shader;
- RID importance_map_shader_version;
- RID importance_map_load_counter;
- RID counter_uniform_set;
-
- SSAOBlurPushConstant blur_push_constant;
- SsaoBlurShaderRD blur_shader;
- RID blur_shader_version;
-
- SSAOInterleavePushConstant interleave_push_constant;
- SsaoInterleaveShaderRD interleave_shader;
- RID interleave_shader_version;
-
- RID mirror_sampler;
- RID pipelines[SSAO_MAX];
- } ssao;
-
struct RoughnessLimiterPushConstant {
int32_t screen_size[2];
float curve;
@@ -506,144 +143,6 @@ private:
} roughness_limiter;
- struct CubemapDownsamplerPushConstant {
- uint32_t face_size;
- uint32_t face_id;
- float pad[2];
- };
-
- struct CubemapDownsampler {
- CubemapDownsamplerPushConstant push_constant;
- CubemapDownsamplerShaderRD compute_shader;
- CubemapDownsamplerRasterShaderRD raster_shader;
- RID shader_version;
- RID compute_pipeline;
- PipelineCacheRD raster_pipeline;
- } cubemap_downsampler;
-
- enum CubemapFilterMode {
- FILTER_MODE_HIGH_QUALITY,
- FILTER_MODE_LOW_QUALITY,
- FILTER_MODE_HIGH_QUALITY_ARRAY,
- FILTER_MODE_LOW_QUALITY_ARRAY,
- FILTER_MODE_MAX,
- };
-
- struct CubemapFilterRasterPushConstant {
- uint32_t mip_level;
- uint32_t face_id;
- float pad[2];
- };
-
- struct CubemapFilter {
- CubemapFilterShaderRD compute_shader;
- CubemapFilterRasterShaderRD raster_shader;
- RID shader_version;
- RID compute_pipelines[FILTER_MODE_MAX];
- PipelineCacheRD raster_pipelines[FILTER_MODE_MAX];
-
- RID uniform_set;
- RID image_uniform_set;
- RID coefficient_buffer;
- bool use_high_quality;
-
- } filter;
-
- enum SpecularMergeMode {
- SPECULAR_MERGE_ADD,
- SPECULAR_MERGE_SSR,
- SPECULAR_MERGE_ADDITIVE_ADD,
- SPECULAR_MERGE_ADDITIVE_SSR,
- SPECULAR_MERGE_MAX
- };
-
- /* Specular merge must be done using raster, rather than compute
- * because it must continue the existing color buffer
- */
-
- struct SpecularMerge {
- SpecularMergeShaderRD shader;
- RID shader_version;
- PipelineCacheRD pipelines[SPECULAR_MERGE_MAX];
-
- } specular_merge;
-
- enum ScreenSpaceReflectionMode {
- SCREEN_SPACE_REFLECTION_NORMAL,
- SCREEN_SPACE_REFLECTION_ROUGH,
- SCREEN_SPACE_REFLECTION_MAX,
- };
-
- struct ScreenSpaceReflectionPushConstant {
- float proj_info[4];
-
- int32_t screen_size[2];
- float camera_z_near;
- float camera_z_far;
-
- int32_t num_steps;
- float depth_tolerance;
- float distance_fade;
- float curve_fade_in;
-
- uint32_t orthogonal;
- float filter_mipmap_levels;
- uint32_t use_half_res;
- uint8_t metallic_mask[4];
-
- float projection[16];
- };
-
- struct ScreenSpaceReflection {
- ScreenSpaceReflectionPushConstant push_constant;
- ScreenSpaceReflectionShaderRD shader;
- RID shader_version;
- RID pipelines[SCREEN_SPACE_REFLECTION_MAX];
-
- } ssr;
-
- struct ScreenSpaceReflectionFilterPushConstant {
- float proj_info[4];
-
- uint32_t orthogonal;
- float edge_tolerance;
- int32_t increment;
- uint32_t pad;
-
- int32_t screen_size[2];
- uint32_t vertical;
- uint32_t steps;
- };
- enum {
- SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
- SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
- SCREEN_SPACE_REFLECTION_FILTER_MAX,
- };
-
- struct ScreenSpaceReflectionFilter {
- ScreenSpaceReflectionFilterPushConstant push_constant;
- ScreenSpaceReflectionFilterShaderRD shader;
- RID shader_version;
- RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX];
- } ssr_filter;
-
- struct ScreenSpaceReflectionScalePushConstant {
- int32_t screen_size[2];
- float camera_z_near;
- float camera_z_far;
-
- uint32_t orthogonal;
- uint32_t filter;
- uint32_t pad[2];
- };
-
- struct ScreenSpaceReflectionScale {
- ScreenSpaceReflectionScalePushConstant push_constant;
- ScreenSpaceReflectionScaleShaderRD shader;
- RID shader_version;
- RID pipeline;
- } ssr_scale;
-
struct SubSurfaceScatteringPushConstant {
int32_t screen_size[2];
float camera_z_far;
@@ -665,26 +164,6 @@ private:
RID pipelines[3]; //3 quality levels
} sss;
- struct ResolvePushConstant {
- int32_t screen_size[2];
- int32_t samples;
- uint32_t pad;
- };
-
- enum ResolveMode {
- RESOLVE_MODE_GI,
- RESOLVE_MODE_GI_VOXEL_GI,
- RESOLVE_MODE_DEPTH,
- RESOLVE_MODE_MAX
- };
-
- struct Resolve {
- ResolvePushConstant push_constant;
- ResolveShaderRD shader;
- RID shader_version;
- RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
- } resolve;
-
enum SortMode {
SORT_MODE_BLOCK,
SORT_MODE_STEP,
@@ -709,10 +188,10 @@ private:
RID index_buffer;
RID index_array;
- Map<RID, RID> texture_to_uniform_set_cache;
- Map<RID, RID> input_to_uniform_set_cache;
+ HashMap<RID, RID> texture_to_uniform_set_cache;
+ HashMap<RID, RID> input_to_uniform_set_cache;
- Map<RID, RID> image_to_uniform_set_cache;
+ HashMap<RID, RID> image_to_uniform_set_cache;
struct TexturePair {
RID texture1;
@@ -738,141 +217,28 @@ private:
}
};
- Map<RID, RID> texture_to_compute_uniform_set_cache;
- Map<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
- Map<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
- Map<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
+ RBMap<TexturePair, RID> texture_pair_to_uniform_set_cache;
+ RBMap<RID, RID> texture_to_compute_uniform_set_cache;
+ RBMap<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
+ RBMap<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
+ RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
RID _get_uniform_set_from_image(RID p_texture);
- RID _get_uniform_set_for_input(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
- RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler);
- RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false);
- RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
public:
bool get_prefer_raster_effects();
- void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID());
- void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
- void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
- void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
- void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
- void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
- void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
- void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
- void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
- void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
-
- void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
- void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
- void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
- void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
- void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
+ void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness);
+ void taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far);
+
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
- struct BokehBuffers {
- // bokeh buffers
-
- // textures
- Size2i base_texture_size;
- RID base_texture;
- RID depth_texture;
- RID secondary_texture;
- RID half_texture[2];
-
- // raster only
- RID base_fb;
- RID secondary_fb; // with weights
- RID half_fb[2]; // with weights
- RID base_weight_fb;
- RID weight_texture[4];
- };
-
- void bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
- void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
-
- struct TonemapSettings {
- bool use_glow = false;
- enum GlowMode {
- GLOW_MODE_ADD,
- GLOW_MODE_SCREEN,
- GLOW_MODE_SOFTLIGHT,
- GLOW_MODE_REPLACE,
- GLOW_MODE_MIX
- };
-
- GlowMode glow_mode = GLOW_MODE_ADD;
- float glow_intensity = 1.0;
- float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 };
- Vector2i glow_texture_size;
- bool glow_use_bicubic_upscale = false;
- RID glow_texture;
-
- RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR;
- float exposure = 1.0;
- float white = 1.0;
-
- bool use_auto_exposure = false;
- float auto_exposure_grey = 0.5;
- RID exposure_texture;
- float luminance_multiplier = 1.0;
-
- bool use_bcs = false;
- float brightness = 1.0;
- float contrast = 1.0;
- float saturation = 1.0;
-
- bool use_color_correction = false;
- bool use_1d_color_correction = false;
- RID color_correction_texture;
-
- bool use_fxaa = false;
- bool use_debanding = false;
- Vector2i texture_size;
- uint32_t view_count = 1;
- };
-
- struct SSAOSettings {
- float radius = 1.0;
- float intensity = 2.0;
- float power = 1.5;
- float detail = 0.5;
- float horizon = 0.06;
- float sharpness = 0.98;
-
- RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
- bool half_size = false;
- float adaptive_target = 0.5;
- int blur_passes = 2;
- float fadeout_from = 50.0;
- float fadeout_to = 300.0;
-
- Size2i full_screen_size = Size2i();
- Size2i half_screen_size = Size2i();
- Size2i quarter_screen_size = Size2i();
- };
-
- void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
- void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
-
- void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
- void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
-
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
- void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
- void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size);
- void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
- void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level);
-
- void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
- void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
- void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
- void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
- void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
void sort_buffer(RID p_uniform_set, int p_size);
@@ -880,4 +246,4 @@ public:
~EffectsRD();
};
-#endif // !RASTERIZER_EFFECTS_RD_H
+#endif // EFFECTS_RD_H
diff --git a/servers/rendering/renderer_rd/environment/SCsub b/servers/rendering/renderer_rd/environment/SCsub
new file mode 100644
index 0000000000..86681f9c74
--- /dev/null
+++ b/servers/rendering/renderer_rd/environment/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.servers_sources, "*.cpp")
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
new file mode 100644
index 0000000000..257b67cf04
--- /dev/null
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -0,0 +1,1205 @@
+/*************************************************************************/
+/* fog.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "fog.h"
+
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
+#include "servers/rendering/rendering_server_default.h"
+
+using namespace RendererRD;
+
+Fog *Fog::singleton = nullptr;
+
+Fog::Fog() {
+ singleton = this;
+}
+
+Fog::~Fog() {
+ singleton = nullptr;
+}
+
+/* FOG VOLUMES */
+
+RID Fog::fog_volume_allocate() {
+ return fog_volume_owner.allocate_rid();
+}
+
+void Fog::fog_volume_initialize(RID p_rid) {
+ fog_volume_owner.initialize_rid(p_rid, FogVolume());
+}
+
+void Fog::fog_free(RID p_rid) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid);
+ fog_volume->dependency.deleted_notify(p_rid);
+ fog_volume_owner.free(p_rid);
+}
+
+void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND(!fog_volume);
+
+ if (p_shape == fog_volume->shape) {
+ return;
+ }
+
+ fog_volume->shape = p_shape;
+ fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void Fog::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND(!fog_volume);
+
+ fog_volume->extents = p_extents;
+ fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void Fog::fog_volume_set_material(RID p_fog_volume, RID p_material) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND(!fog_volume);
+ fog_volume->material = p_material;
+}
+
+RID Fog::fog_volume_get_material(RID p_fog_volume) const {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, RID());
+
+ return fog_volume->material;
+}
+
+RS::FogVolumeShape Fog::fog_volume_get_shape(RID p_fog_volume) const {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, RS::FOG_VOLUME_SHAPE_BOX);
+
+ return fog_volume->shape;
+}
+
+AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, AABB());
+
+ switch (fog_volume->shape) {
+ case RS::FOG_VOLUME_SHAPE_ELLIPSOID:
+ case RS::FOG_VOLUME_SHAPE_CONE:
+ case RS::FOG_VOLUME_SHAPE_CYLINDER:
+ case RS::FOG_VOLUME_SHAPE_BOX: {
+ AABB aabb;
+ aabb.position = -fog_volume->extents;
+ aabb.size = fog_volume->extents * 2;
+ return aabb;
+ }
+ default: {
+ // Need some size otherwise will get culled
+ return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
+ }
+ }
+
+ return AABB();
+}
+
+Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const {
+ const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, Vector3());
+ return fog_volume->extents;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Fog material
+
+bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ uniform_set_updated = true;
+
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+}
+
+Fog::FogMaterialData::~FogMaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
+
+RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() {
+ FogShaderData *shader_data = memnew(FogShaderData);
+ return shader_data;
+}
+
+RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() {
+ return Fog::get_singleton()->_create_fog_shader_func();
+};
+
+RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
+ FogMaterialData *material_data = memnew(FogMaterialData);
+ material_data->shader_data = p_shader;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
+ return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
+};
+
+////////////////////////////////////////////////////////////////////////////////
+// FOG VOLUMES INSTANCE
+
+RID Fog::fog_volume_instance_create(RID p_fog_volume) {
+ FogVolumeInstance fvi;
+ fvi.volume = p_fog_volume;
+ return fog_volume_instance_owner.make_rid(fvi);
+}
+
+void Fog::fog_instance_free(RID p_rid) {
+ fog_volume_instance_owner.free(p_rid);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Volumetric Fog Shader
+
+void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ {
+ // Initialize local fog shader
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("");
+ volumetric_fog.shader.initialize(volumetric_fog_modes);
+
+ material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
+ material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
+ volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
+ }
+
+ {
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["TIME"] = "scene_params.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["WORLD_POSITION"] = "world.xyz";
+ actions.renames["OBJECT_POSITION"] = "params.position";
+ actions.renames["UVW"] = "uvw";
+ actions.renames["EXTENTS"] = "params.extents";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["DENSITY"] = "density";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["SDF"] = "sdf";
+
+ actions.usage_defines["SDF"] = "#define SDF_USED\n";
+ actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
+ actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
+ actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
+ actions.base_uniform_string = "material.";
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+
+ volumetric_fog.compiler.initialize(actions);
+ }
+
+ {
+ // default material and shader for fog shader
+ volumetric_fog.default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(volumetric_fog.default_shader);
+ material_storage->shader_set_code(volumetric_fog.default_shader, R"(
+// Default fog shader.
+
+shader_type fog;
+
+void fog() {
+DENSITY = 1.0;
+ALBEDO = vec3(1.0);
+}
+)");
+ volumetric_fog.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(volumetric_fog.default_material);
+ material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
+
+ FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
+ volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ Vector<RID> ids;
+ ids.resize(12);
+ RID *ids_ptr = ids.ptrw();
+ ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+
+ RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
+ }
+ {
+ String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n";
+ defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n";
+ if (p_is_using_radiance_cubemap_array) {
+ defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
+ }
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
+ volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
+
+ volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
+ volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
+ for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
+ volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
+ }
+ volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
+ }
+}
+
+void Fog::free_fog_shader() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
+ RD::get_singleton()->free(volumetric_fog.volume_ubo);
+ RD::get_singleton()->free(volumetric_fog.params_ubo);
+ material_storage->shader_free(volumetric_fog.default_shader);
+ material_storage->material_free(volumetric_fog.default_material);
+}
+
+void Fog::FogShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
+void Fog::FogShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+
+ if (code.is_empty()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompiler::GeneratedCode gen_code;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
+
+ uses_time = false;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+
+ actions.uniforms = &uniforms;
+
+ Fog *fog_singleton = Fog::get_singleton();
+
+ Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
+
+ if (version.is_null()) {
+ version = fog_singleton->volumetric_fog.shader.version_create();
+ }
+
+ fog_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
+ ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0));
+
+ valid = true;
+}
+
+void Fog::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void Fog::FogShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ RBMap<int, StringName> order;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void Fog::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool Fog::FogShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool Fog::FogShaderData::is_animated() const {
+ return false;
+}
+
+bool Fog::FogShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant Fog::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const {
+ Fog *fog_singleton = Fog::get_singleton();
+
+ return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version);
+}
+
+Fog::FogShaderData::~FogShaderData() {
+ Fog *fog_singleton = Fog::get_singleton();
+ ERR_FAIL_COND(!fog_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ fog_singleton->volumetric_fog.shader.version_free(version);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Volumetric Fog
+
+Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) {
+ width = fog_size.x;
+ height = fog_size.y;
+ depth = fog_size.z;
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = fog_size.x;
+ tf.height = fog_size.y;
+ tf.depth = fog_size.z;
+ tf.texture_type = RD::TEXTURE_TYPE_3D;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+ light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map");
+
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+
+ prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map");
+ RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(fog_map, "Fog map");
+
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
+ Vector<uint8_t> dm;
+ dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
+ dm.fill(0);
+
+ density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(density_map, "Fog density map");
+ light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(light_map, "Fog light map");
+ emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
+#else
+ tf.format = RD::DATA_FORMAT_R32_UINT;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(density_map, "Fog density map");
+ RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(light_map, "Fog light map");
+ RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
+ RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+#endif
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.append_id(fog_map);
+ uniforms.push_back(u);
+ }
+
+ sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG);
+}
+
+Fog::VolumetricFog::~VolumetricFog() {
+ RD::get_singleton()->free(prev_light_density_map);
+ RD::get_singleton()->free(light_density_map);
+ RD::get_singleton()->free(fog_map);
+ RD::get_singleton()->free(density_map);
+ RD::get_singleton()->free(light_map);
+ RD::get_singleton()->free(emissive_map);
+
+ if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
+ RD::get_singleton()->free(fog_uniform_set);
+ }
+ if (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) {
+ RD::get_singleton()->free(process_uniform_set_density);
+ }
+ if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) {
+ RD::get_singleton()->free(process_uniform_set);
+ }
+ if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) {
+ RD::get_singleton()->free(process_uniform_set2);
+ }
+ if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
+ RD::get_singleton()->free(sdfgi_uniform_set);
+ }
+ if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) {
+ RD::get_singleton()->free(sky_uniform_set);
+ }
+}
+
+Vector3i Fog::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
+ Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
+ view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
+ Vector3 fog_position = Vector3(0, 0, 0);
+
+ view_position.y = -view_position.y;
+ fog_position.z = -view_position.z / fog_end;
+ fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
+ fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
+ fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
+ fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
+
+ fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
+ fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
+ fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
+
+ return Vector3i(fog_position);
+}
+
+void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, 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) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
+ RENDER_TIMESTAMP("> Volumetric Fog");
+ RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
+
+ if (p_fog_volumes.size() > 0) {
+ RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
+
+ RENDER_TIMESTAMP("Render FogVolumes");
+
+ VolumetricFogShader::VolumeUBO params;
+
+ Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
+ Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
+ float z_near = p_cam_projection.get_z_near();
+ float z_far = p_cam_projection.get_z_far();
+ float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
+
+ Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
+ Vector2 fog_near_size;
+ if (p_cam_projection.is_orthogonal()) {
+ fog_near_size = fog_far_size;
+ } else {
+ fog_near_size = Vector2();
+ }
+
+ params.fog_frustum_size_begin[0] = fog_near_size.x;
+ params.fog_frustum_size_begin[1] = fog_near_size.y;
+
+ params.fog_frustum_size_end[0] = fog_far_size.x;
+ params.fog_frustum_size_end[1] = fog_far_size.y;
+
+ params.fog_frustum_end = fog_end;
+ params.z_near = z_near;
+ params.z_far = z_far;
+ params.time = p_settings.time;
+
+ params.fog_volume_size[0] = p_settings.vfog->width;
+ params.fog_volume_size[1] = p_settings.vfog->height;
+ params.fog_volume_size[2] = p_settings.vfog->depth;
+
+ params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
+ params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
+ params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
+ params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
+
+ Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
+ RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
+ RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
+
+ RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
+
+ if (p_settings.vfog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->fog_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 1;
+ u.append_id(p_settings.vfog->emissive_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.append_id(volumetric_fog.volume_ubo);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 3;
+ u.append_id(p_settings.vfog->density_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 4;
+ u.append_id(p_settings.vfog->light_map);
+ uniforms.push_back(u);
+ }
+
+ p_settings.vfog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ bool any_uses_time = false;
+
+ for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
+ FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
+ ERR_FAIL_COND(!fog_volume_instance);
+ RID fog_volume = fog_volume_instance->volume;
+
+ RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
+
+ FogMaterialData *material = nullptr;
+
+ if (fog_material.is_valid()) {
+ material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ fog_material = volumetric_fog.default_material;
+ material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
+ }
+
+ ERR_FAIL_COND(!material);
+
+ FogShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ any_uses_time |= shader_data->uses_time;
+
+ Vector3i min = Vector3i();
+ Vector3i max = Vector3i();
+ Vector3i kernel_size = Vector3i();
+
+ Vector3 position = fog_volume_instance->transform.get_origin();
+ RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
+ Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume);
+
+ if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
+ // Local fog volume.
+ Vector3i points[8];
+ Vector3 fog_size = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
+ points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
+
+ min = Vector3i(int32_t(p_settings.vfog->width) - 1, int32_t(p_settings.vfog->height) - 1, int32_t(p_settings.vfog->depth) - 1);
+ max = Vector3i(1, 1, 1);
+
+ for (int j = 0; j < 8; j++) {
+ min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
+ max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
+ }
+
+ kernel_size = max - min;
+ } else {
+ // Volume type global runs on all cells
+ extents = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ min = Vector3i(0, 0, 0);
+ kernel_size = Vector3i(int32_t(p_settings.vfog->width), int32_t(p_settings.vfog->height), int32_t(p_settings.vfog->depth));
+ }
+
+ if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
+ continue;
+ }
+
+ VolumetricFogShader::FogPushConstant push_constant;
+ push_constant.position[0] = position.x;
+ push_constant.position[1] = position.y;
+ push_constant.position[2] = position.z;
+ push_constant.extents[0] = extents.x;
+ push_constant.extents[1] = extents.y;
+ push_constant.extents[2] = extents.z;
+ push_constant.corner[0] = min.x;
+ push_constant.corner[1] = min.y;
+ push_constant.corner[2] = min.z;
+ push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
+ RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
+ if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+ }
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
+ }
+ if (any_uses_time || RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
+ RenderingServerDefault::redraw_request();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ if (p_settings.vfog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->process_uniform_set_density)) {
+ //re create uniform set if needed
+ Vector<RD::Uniform> uniforms;
+ Vector<RD::Uniform> copy_uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ if (p_settings.shadow_atlas_depth.is_null()) {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
+ } else {
+ u.append_id(p_settings.shadow_atlas_depth);
+ }
+
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ if (p_settings.directional_shadow_depth.is_valid()) {
+ u.append_id(p_settings.directional_shadow_depth);
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
+ }
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ u.append_id(p_settings.omni_light_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 4;
+ u.append_id(p_settings.spot_light_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 5;
+ u.append_id(p_settings.directional_light_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 6;
+ u.append_id(p_settings.cluster_builder->get_cluster_buffer());
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 7;
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.append_id(p_settings.vfog->light_density_map);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.append_id(p_settings.vfog->fog_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.append_id(p_settings.vfog->prev_light_density_map);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.append_id(p_settings.shadow_sampler);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 11;
+ u.append_id(p_settings.voxel_gl_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 12;
+ for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
+ u.append_id(p_settings.rbgi->voxel_gi_textures[i]);
+ }
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 13;
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 14;
+ u.append_id(volumetric_fog.params_ubo);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 15;
+ u.append_id(p_settings.vfog->prev_light_density_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 16;
+ u.append_id(p_settings.vfog->density_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 17;
+ u.append_id(p_settings.vfog->light_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 18;
+ u.append_id(p_settings.vfog->emissive_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 19;
+ RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ RID sky_texture = RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env).is_valid() ? p_settings.sky->sky_get_radiance_texture_rd(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env)) : RID();
+ u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
+ uniforms.push_back(u);
+ }
+
+ p_settings.vfog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
+
+ p_settings.vfog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
+
+ RID aux7 = uniforms.write[7].get_id(0);
+ RID aux8 = uniforms.write[8].get_id(0);
+
+ uniforms.write[7].set_id(0, aux8);
+ uniforms.write[8].set_id(0, aux7);
+
+ p_settings.vfog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
+
+ uniforms.remove_at(8);
+ uniforms.write[7].set_id(0, aux7);
+ p_settings.vfog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
+ }
+
+ bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi != nullptr);
+
+ if (using_sdfgi) {
+ if (p_settings.vfog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->sdfgi_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.append_id(p_settings.gi->sdfgi_ubo);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ u.append_id(p_settings.sdfgi->ambient_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.append_id(p_settings.sdfgi->occlusion_texture);
+ uniforms.push_back(u);
+ }
+
+ p_settings.vfog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
+ }
+ }
+
+ p_settings.vfog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
+ p_settings.vfog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
+
+ VolumetricFogShader::ParamsUBO params;
+
+ Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
+ Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
+ float z_near = p_cam_projection.get_z_near();
+ float z_far = p_cam_projection.get_z_far();
+ float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
+
+ Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
+ Vector2 fog_near_size;
+ if (p_cam_projection.is_orthogonal()) {
+ fog_near_size = fog_far_size;
+ } else {
+ fog_near_size = Vector2();
+ }
+
+ params.fog_frustum_size_begin[0] = fog_near_size.x;
+ params.fog_frustum_size_begin[1] = fog_near_size.y;
+
+ params.fog_frustum_size_end[0] = fog_far_size.x;
+ params.fog_frustum_size_end[1] = fog_far_size.y;
+
+ params.ambient_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_ambient_inject(p_settings.env) * RendererSceneRenderRD::get_singleton()->environment_get_ambient_light_energy(p_settings.env);
+ params.z_far = z_far;
+
+ params.fog_frustum_end = fog_end;
+
+ Color ambient_color = RendererSceneRenderRD::get_singleton()->environment_get_ambient_light(p_settings.env).srgb_to_linear();
+ params.ambient_color[0] = ambient_color.r;
+ params.ambient_color[1] = ambient_color.g;
+ params.ambient_color[2] = ambient_color.b;
+ params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env);
+
+ params.fog_volume_size[0] = p_settings.vfog->width;
+ params.fog_volume_size[1] = p_settings.vfog->height;
+ params.fog_volume_size[2] = p_settings.vfog->depth;
+
+ params.directional_light_count = p_directional_light_count;
+
+ Color emission = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission(p_settings.env).srgb_to_linear();
+ params.base_emission[0] = emission.r * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
+ params.base_emission[1] = emission.g * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
+ params.base_emission[2] = emission.b * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
+ params.base_density = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_density(p_settings.env);
+
+ Color base_scattering = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_scattering(p_settings.env).srgb_to_linear();
+ params.base_scattering[0] = base_scattering.r;
+ params.base_scattering[1] = base_scattering.g;
+ params.base_scattering[2] = base_scattering.b;
+ params.phase_g = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_anisotropy(p_settings.env);
+
+ params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
+ params.gi_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env);
+
+ params.cam_rotation[0] = p_cam_transform.basis[0][0];
+ params.cam_rotation[1] = p_cam_transform.basis[1][0];
+ params.cam_rotation[2] = p_cam_transform.basis[2][0];
+ params.cam_rotation[3] = 0;
+ params.cam_rotation[4] = p_cam_transform.basis[0][1];
+ params.cam_rotation[5] = p_cam_transform.basis[1][1];
+ params.cam_rotation[6] = p_cam_transform.basis[2][1];
+ params.cam_rotation[7] = 0;
+ params.cam_rotation[8] = p_cam_transform.basis[0][2];
+ params.cam_rotation[9] = p_cam_transform.basis[1][2];
+ params.cam_rotation[10] = p_cam_transform.basis[2][2];
+ params.cam_rotation[11] = 0;
+ params.filter_axis = 0;
+ params.max_voxel_gi_instances = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.001 ? p_voxel_gi_count : 0;
+ params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
+
+ Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
+ RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
+
+ params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
+ params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
+
+ {
+ uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size();
+ params.cluster_shift = get_shift_from_power_of_2(cluster_size);
+
+ uint32_t cluster_screen_width = (p_settings.rb_size.x - 1) / cluster_size + 1;
+ uint32_t cluster_screen_height = (p_settings.rb_size.y - 1) / cluster_size + 1;
+ params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32;
+ params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
+ params.cluster_width = cluster_screen_width;
+
+ params.screen_size[0] = p_settings.rb_size.x;
+ params.screen_size[1] = p_settings.rb_size.y;
+ }
+
+ Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env);
+ sky_transform = sky_transform.inverse() * p_cam_transform.basis;
+ RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
+
+ RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
+
+ RENDER_TIMESTAMP("Render Fog");
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set_density, 0);
+
+ if (using_sdfgi) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->sdfgi_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ // Copy fog to history buffer
+ if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ RD::get_singleton()->draw_command_end_label();
+
+ if (p_settings.volumetric_fog_filter_active) {
+ RD::get_singleton()->draw_command_begin_label("Filter Fog");
+
+ RENDER_TIMESTAMP("Filter Fog");
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+
+ RD::get_singleton()->compute_list_end();
+ //need restart for buffer update
+
+ params.filter_axis = 1;
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
+
+ compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set2, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ RENDER_TIMESTAMP("Integrate Fog");
+ RD::get_singleton()->draw_command_begin_label("Integrate Fog");
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, 1);
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
+
+ RENDER_TIMESTAMP("< Volumetric Fog");
+ RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_command_end_label();
+}
diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h
new file mode 100644
index 0000000000..171f9f3b88
--- /dev/null
+++ b/servers/rendering/renderer_rd/environment/fog.h
@@ -0,0 +1,328 @@
+/*************************************************************************/
+/* fog.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FOG_RD_H
+#define FOG_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/environment/renderer_fog.h"
+#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
+#include "servers/rendering/renderer_rd/environment/gi.h"
+#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
+#include "servers/rendering/storage/utilities.h"
+
+namespace RendererRD {
+
+class Fog : public RendererFog {
+public:
+ /* FOG VOLUMES */
+
+ struct FogVolume {
+ RID material;
+ Vector3 extents = Vector3(1, 1, 1);
+
+ RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
+
+ Dependency dependency;
+ };
+
+ struct FogVolumeInstance {
+ RID volume;
+ Transform3D transform;
+ bool active = false;
+ };
+
+private:
+ static Fog *singleton;
+
+ mutable RID_Owner<FogVolume, true> fog_volume_owner;
+ mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
+
+ /* Volumetric Fog */
+ struct VolumetricFogShader {
+ enum FogSet {
+ FOG_SET_BASE,
+ FOG_SET_UNIFORMS,
+ FOG_SET_MATERIAL,
+ FOG_SET_MAX,
+ };
+
+ struct FogPushConstant {
+ float position[3];
+ float pad;
+
+ float extents[3];
+ float pad2;
+
+ int32_t corner[3];
+ uint32_t shape;
+
+ float transform[16];
+ };
+
+ struct VolumeUBO {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float z_near;
+ float z_far;
+ float time;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ uint32_t use_temporal_reprojection;
+ uint32_t temporal_frame;
+ float detail_spread;
+ float temporal_blend;
+
+ float to_prev_view[16];
+ float transform[16];
+ };
+
+ ShaderCompiler compiler;
+ VolumetricFogShaderRD shader;
+ RID volume_ubo;
+
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+
+ RID base_uniform_set;
+
+ RID params_ubo;
+
+ enum {
+ VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
+ VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
+ VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
+ VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
+ VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
+ VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
+ };
+
+ struct ParamsUBO {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float ambient_inject;
+ float z_far;
+ uint32_t filter_axis;
+
+ float ambient_color[3];
+ float sky_contribution;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ float base_emission[3];
+ float base_density;
+
+ float base_scattering[3];
+ float phase_g;
+
+ float detail_spread;
+ float gi_inject;
+ uint32_t max_voxel_gi_instances;
+ uint32_t cluster_type_size;
+
+ float screen_size[2];
+ uint32_t cluster_shift;
+ uint32_t cluster_width;
+
+ uint32_t max_cluster_element_count_div_32;
+ uint32_t use_temporal_reprojection;
+ uint32_t temporal_frame;
+ float temporal_blend;
+
+ float cam_rotation[12];
+ float to_prev_view[16];
+ float radiance_inverse_xform[12];
+ };
+
+ VolumetricFogProcessShaderRD process_shader;
+
+ RID process_shader_version;
+ RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
+
+ } volumetric_fog;
+
+ Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
+
+ struct FogShaderData : public RendererRD::MaterialStorage::ShaderData {
+ bool valid = false;
+ RID version;
+
+ RID pipeline;
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size = 0;
+
+ String path;
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ bool uses_time = false;
+
+ virtual void set_path_hint(const String &p_hint);
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ FogShaderData() {}
+ virtual ~FogShaderData();
+ };
+
+ struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData {
+ FogShaderData *shader_data = nullptr;
+ RID uniform_set;
+ bool uniform_set_updated;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~FogMaterialData();
+ };
+
+ RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func();
+ static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs();
+
+ RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
+ static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
+
+public:
+ static Fog *get_singleton() { return singleton; }
+
+ Fog();
+ ~Fog();
+
+ /* FOG VOLUMES */
+
+ FogVolume *get_fog_volume(RID p_rid) { return fog_volume_owner.get_or_null(p_rid); };
+ bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); };
+
+ virtual RID fog_volume_allocate() override;
+ virtual void fog_volume_initialize(RID p_rid) override;
+ virtual void fog_free(RID p_rid) override;
+
+ virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
+ virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override;
+ virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
+ virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
+ RID fog_volume_get_material(RID p_fog_volume) const;
+ virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
+ Vector3 fog_volume_get_extents(RID p_fog_volume) const;
+
+ /* FOG VOLUMES INSTANCE */
+
+ FogVolumeInstance *get_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.get_or_null(p_rid); };
+ bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); };
+
+ RID fog_volume_instance_create(RID p_fog_volume);
+ void fog_instance_free(RID p_rid);
+
+ /* Volumetric FOG */
+ struct VolumetricFog {
+ enum {
+ MAX_TEMPORAL_FRAMES = 16
+ };
+
+ uint32_t width = 0;
+ uint32_t height = 0;
+ uint32_t depth = 0;
+
+ float length;
+ float spread;
+
+ RID light_density_map;
+ RID prev_light_density_map;
+ RID fog_map;
+ RID density_map;
+ RID light_map;
+ RID emissive_map;
+
+ RID fog_uniform_set;
+ RID copy_uniform_set;
+ RID process_uniform_set_density;
+ RID process_uniform_set;
+ RID process_uniform_set2;
+ RID sdfgi_uniform_set;
+ RID sky_uniform_set;
+
+ int last_shadow_filter = -1;
+
+ VolumetricFog(const Vector3i &fog_size, RID p_sky_shader);
+ ~VolumetricFog();
+ };
+
+ void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
+ void free_fog_shader();
+
+ struct VolumetricFogSettings {
+ Vector2i rb_size;
+ double time;
+ bool is_using_radiance_cubemap_array;
+ uint32_t max_cluster_elements;
+ bool volumetric_fog_filter_active;
+ RID shadow_sampler;
+ RID voxel_gl_buffer;
+ RID shadow_atlas_depth;
+ RID omni_light_buffer;
+ RID spot_light_buffer;
+ RID directional_shadow_depth;
+ RID directional_light_buffer;
+
+ // Objects related to our render buffer
+ VolumetricFog *vfog;
+ ClusterBuilderRD *cluster_builder;
+ GI *gi;
+ GI::SDFGI *sdfgi;
+ GI::RenderBuffersGI *rbgi;
+ RID env;
+ SkyRD *sky;
+ };
+ void volumetric_fog_update(const VolumetricFogSettings &p_settings, 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);
+};
+
+} // namespace RendererRD
+
+#endif // FOG_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index 098e2a5c87..eaef5ba39c 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* renderer_scene_gi_rd.cpp */
+/* gi.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,28 +28,364 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "renderer_scene_gi_rd.h"
+#include "gi.h"
#include "core/config/project_settings.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
-const Vector3i RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
+using namespace RendererRD;
+
+const Vector3i GI::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
+
+GI *GI::singleton = nullptr;
+
+////////////////////////////////////////////////////////////////////////////////
+// VOXEL GI STORAGE
+
+RID GI::voxel_gi_allocate() {
+ return voxel_gi_owner.allocate_rid();
+}
+
+void GI::voxel_gi_free(RID p_voxel_gi) {
+ voxel_gi_allocate_data(p_voxel_gi, Transform3D(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ voxel_gi->dependency.deleted_notify(p_voxel_gi);
+ voxel_gi_owner.free(p_voxel_gi);
+}
+
+void GI::voxel_gi_initialize(RID p_voxel_gi) {
+ voxel_gi_owner.initialize_rid(p_voxel_gi, VoxelGI());
+}
+
+void GI::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ if (voxel_gi->octree_buffer.is_valid()) {
+ RD::get_singleton()->free(voxel_gi->octree_buffer);
+ RD::get_singleton()->free(voxel_gi->data_buffer);
+ if (voxel_gi->sdf_texture.is_valid()) {
+ RD::get_singleton()->free(voxel_gi->sdf_texture);
+ }
+
+ voxel_gi->sdf_texture = RID();
+ voxel_gi->octree_buffer = RID();
+ voxel_gi->data_buffer = RID();
+ voxel_gi->octree_buffer_size = 0;
+ voxel_gi->data_buffer_size = 0;
+ voxel_gi->cell_count = 0;
+ }
+
+ voxel_gi->to_cell_xform = p_to_cell_xform;
+ voxel_gi->bounds = p_aabb;
+ voxel_gi->octree_size = p_octree_size;
+ voxel_gi->level_counts = p_level_counts;
+
+ if (p_octree_cells.size()) {
+ ERR_FAIL_COND(p_octree_cells.size() % 32 != 0); //cells size must be a multiple of 32
+
+ uint32_t cell_count = p_octree_cells.size() / 32;
+
+ ERR_FAIL_COND(p_data_cells.size() != (int)cell_count * 16); //see that data size matches
+
+ voxel_gi->cell_count = cell_count;
+ voxel_gi->octree_buffer = RD::get_singleton()->storage_buffer_create(p_octree_cells.size(), p_octree_cells);
+ voxel_gi->octree_buffer_size = p_octree_cells.size();
+ voxel_gi->data_buffer = RD::get_singleton()->storage_buffer_create(p_data_cells.size(), p_data_cells);
+ voxel_gi->data_buffer_size = p_data_cells.size();
+
+ if (p_distance_field.size()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = voxel_gi->octree_size.x;
+ tf.height = voxel_gi->octree_size.y;
+ tf.depth = voxel_gi->octree_size.z;
+ tf.texture_type = RD::TEXTURE_TYPE_3D;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ 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
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = voxel_gi->octree_size.x;
+ tf.height = voxel_gi->octree_size.y;
+ tf.depth = voxel_gi->octree_size.z;
+ tf.type = RD::TEXTURE_TYPE_3D;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ 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;
+ {
+ RD::TextureView tv;
+ tv.format_override = RD::DATA_FORMAT_R8_UINT;
+ shared_tex = RD::get_singleton()->texture_create_shared(tv, voxel_gi->sdf_texture);
+ }
+ //update SDF texture
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.append_id(voxel_gi->octree_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.append_id(voxel_gi->data_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.append_id(shared_tex);
+ uniforms.push_back(u);
+ }
+
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, voxel_gi_sdf_shader_version_shader, 0);
+
+ {
+ uint32_t push_constant[4] = { 0, 0, 0, 0 };
+
+ for (int i = 0; i < voxel_gi->level_counts.size() - 1; i++) {
+ push_constant[0] += voxel_gi->level_counts[i];
+ }
+ push_constant[1] = push_constant[0] + voxel_gi->level_counts[voxel_gi->level_counts.size() - 1];
+
+ print_line("offset: " + itos(push_constant[0]));
+ print_line("size: " + itos(push_constant[1]));
+ //create SDF
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, voxel_gi_sdf_shader_pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, push_constant, sizeof(uint32_t) * 4);
+ RD::get_singleton()->compute_list_dispatch(compute_list, voxel_gi->octree_size.x / 4, voxel_gi->octree_size.y / 4, voxel_gi->octree_size.z / 4);
+ RD::get_singleton()->compute_list_end();
+ }
+
+ RD::get_singleton()->free(uniform_set);
+ RD::get_singleton()->free(shared_tex);
+ }
+#endif
+ }
+
+ voxel_gi->version++;
+ voxel_gi->data_version++;
+
+ voxel_gi->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+AABB GI::voxel_gi_get_bounds(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, AABB());
+
+ return voxel_gi->bounds;
+}
+
+Vector3i GI::voxel_gi_get_octree_size(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector3i());
+ return voxel_gi->octree_size;
+}
+
+Vector<uint8_t> GI::voxel_gi_get_octree_cells(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
+
+ if (voxel_gi->octree_buffer.is_valid()) {
+ return RD::get_singleton()->buffer_get_data(voxel_gi->octree_buffer);
+ }
+ return Vector<uint8_t>();
+}
+
+Vector<uint8_t> GI::voxel_gi_get_data_cells(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
+
+ if (voxel_gi->data_buffer.is_valid()) {
+ return RD::get_singleton()->buffer_get_data(voxel_gi->data_buffer);
+ }
+ return Vector<uint8_t>();
+}
+
+Vector<uint8_t> GI::voxel_gi_get_distance_field(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
+
+ if (voxel_gi->data_buffer.is_valid()) {
+ return RD::get_singleton()->texture_get_data(voxel_gi->sdf_texture, 0);
+ }
+ return Vector<uint8_t>();
+}
+
+Vector<int> GI::voxel_gi_get_level_counts(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector<int>());
+
+ return voxel_gi->level_counts;
+}
+
+Transform3D GI::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Transform3D());
+
+ return voxel_gi->to_cell_xform;
+}
+
+void GI::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->dynamic_range = p_range;
+ voxel_gi->version++;
+}
+
+float GI::voxel_gi_get_dynamic_range(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+
+ return voxel_gi->dynamic_range;
+}
+
+void GI::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->propagation = p_range;
+ voxel_gi->version++;
+}
+
+float GI::voxel_gi_get_propagation(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->propagation;
+}
+
+void GI::voxel_gi_set_energy(RID p_voxel_gi, float p_energy) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->energy = p_energy;
+}
+
+float GI::voxel_gi_get_energy(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->energy;
+}
+
+void GI::voxel_gi_set_bias(RID p_voxel_gi, float p_bias) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->bias = p_bias;
+}
+
+float GI::voxel_gi_get_bias(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->bias;
+}
+
+void GI::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_normal_bias) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->normal_bias = p_normal_bias;
+}
+
+float GI::voxel_gi_get_normal_bias(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->normal_bias;
+}
+
+void GI::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->interior = p_enable;
+}
+
+void GI::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->use_two_bounces = p_enable;
+ voxel_gi->version++;
+}
+
+bool GI::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, false);
+ return voxel_gi->use_two_bounces;
+}
+
+bool GI::voxel_gi_is_interior(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->interior;
+}
+
+uint32_t GI::voxel_gi_get_version(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->version;
+}
+
+uint32_t GI::voxel_gi_get_data_version(RID p_voxel_gi) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->data_version;
+}
+
+RID GI::voxel_gi_get_octree_buffer(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, RID());
+ return voxel_gi->octree_buffer;
+}
+
+RID GI::voxel_gi_get_data_buffer(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, RID());
+ return voxel_gi->data_buffer;
+}
+
+RID GI::voxel_gi_get_sdf_texture(RID p_voxel_gi) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, RID());
+
+ return voxel_gi->sdf_texture;
+}
////////////////////////////////////////////////////////////////////////////////
// SDFGI
-void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi) {
- storage = p_gi->storage;
+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;
- cascade_mode = 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;
- static const float y_scale[3] = { 1.0, 1.5, 2.0 };
+ 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];
- static const int cascasde_size[3] = { 4, 6, 8 };
- cascades.resize(cascasde_size[cascade_mode]);
+ cascades.resize(num_cascades);
probe_axis_count = SDFGI::PROBE_DIVISOR + 1;
solid_cell_ratio = gi->sdfgi_solid_cell_ratio;
solid_cell_count = uint32_t(float(cascade_size * cascade_size * cascade_size) * solid_cell_ratio);
@@ -68,29 +404,38 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
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;
@@ -131,7 +476,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
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
@@ -145,6 +492,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
//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);
@@ -158,11 +506,13 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
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;
@@ -175,11 +525,15 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
/* 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;
@@ -206,9 +560,11 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
/* 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 */
@@ -222,14 +578,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
- u.ids.push_back(render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1
+ u.append_id(render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
- u.ids.push_back(render_albedo);
+ u.append_id(render_albedo);
uniforms.push_back(u);
}
{
@@ -237,7 +593,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 3;
for (int j = 0; j < 8; j++) {
- u.ids.push_back(render_occlusion[j]);
+ u.append_id(render_occlusion[j]);
}
uniforms.push_back(u);
}
@@ -245,21 +601,21 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 4;
- u.ids.push_back(render_emission);
+ u.append_id(render_emission);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 5;
- u.ids.push_back(render_emission_aniso);
+ u.append_id(render_emission_aniso);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 6;
- u.ids.push_back(render_geom_facing);
+ u.append_id(render_geom_facing);
uniforms.push_back(u);
}
@@ -267,28 +623,28 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 7;
- u.ids.push_back(cascade.sdf_tex);
+ u.append_id(cascade.sdf_tex);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 8;
- u.ids.push_back(occlusion_data);
+ u.append_id(occlusion_data);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 10;
- u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+ u.append_id(cascade.solid_cell_dispatch_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 11;
- u.ids.push_back(cascade.solid_cell_buffer);
+ u.append_id(cascade.solid_cell_buffer);
uniforms.push_back(u);
}
@@ -301,42 +657,42 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
- u.ids.push_back(render_albedo);
+ u.append_id(render_albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
- u.ids.push_back(render_geom_facing);
+ u.append_id(render_geom_facing);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 3;
- u.ids.push_back(render_emission);
+ u.append_id(render_emission);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 4;
- u.ids.push_back(render_emission_aniso);
+ u.append_id(render_emission_aniso);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 5;
- u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+ u.append_id(cascade.solid_cell_dispatch_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 6;
- u.ids.push_back(cascade.solid_cell_buffer);
+ u.append_id(cascade.solid_cell_buffer);
uniforms.push_back(u);
}
@@ -349,7 +705,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
for (int j = 0; j < 8; j++) {
- u.ids.push_back(render_occlusion[j]);
+ u.append_id(render_occlusion[j]);
}
uniforms.push_back(u);
}
@@ -357,7 +713,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
- u.ids.push_back(occlusion_data);
+ u.append_id(occlusion_data);
uniforms.push_back(u);
}
@@ -376,9 +732,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (j < cascades.size()) {
- u.ids.push_back(cascades[j].sdf_tex);
+ u.append_id(cascades[j].sdf_tex);
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::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);
@@ -387,74 +743,75 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+ u.append_id(cascade.solid_cell_dispatch_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(cascade.solid_cell_buffer);
+ u.append_id(cascade.solid_cell_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(cascade.light_data);
+ u.append_id(cascade.light_data);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(cascade.light_aniso_0_tex);
+ u.append_id(cascade.light_aniso_0_tex);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(cascade.light_aniso_1_tex);
+ u.append_id(cascade.light_aniso_1_tex);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(cascades_ubo);
+ u.append_id(cascades_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(cascade.lights_buffer);
+ u.append_id(cascade.lights_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(lightprobe_texture);
+ u.append_id(lightprobe_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(occlusion_texture);
+ u.append_id(occlusion_texture);
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
@@ -464,14 +821,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
- u.ids.push_back(render_albedo);
+ u.append_id(render_albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
- u.ids.push_back(render_sdf[0]);
+ u.append_id(render_sdf[0]);
uniforms.push_back(u);
}
@@ -484,14 +841,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
- u.ids.push_back(render_albedo);
+ u.append_id(render_albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
- u.ids.push_back(render_sdf_half[0]);
+ u.append_id(render_sdf_half[0]);
uniforms.push_back(u);
}
@@ -505,19 +862,22 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
- u.ids.push_back(render_sdf[0]);
+ u.append_id(render_sdf[0]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
- u.ids.push_back(render_sdf[1]);
+ u.append_id(render_sdf[1]);
uniforms.push_back(u);
}
jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
- SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
+ RID aux0 = uniforms.write[0].get_id(0);
+ RID aux1 = uniforms.write[1].get_id(0);
+ uniforms.write[0].set_id(0, aux1);
+ uniforms.write[1].set_id(0, aux0);
jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
}
//jump flood half uniform set
@@ -527,19 +887,22 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
- u.ids.push_back(render_sdf_half[0]);
+ u.append_id(render_sdf_half[0]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
- u.ids.push_back(render_sdf_half[1]);
+ u.append_id(render_sdf_half[1]);
uniforms.push_back(u);
}
jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
- SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
+ RID aux0 = uniforms.write[0].get_id(0);
+ RID aux1 = uniforms.write[1].get_id(0);
+ uniforms.write[0].set_id(0, aux1);
+ uniforms.write[1].set_id(0, aux0);
jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
}
@@ -550,21 +913,21 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
- u.ids.push_back(render_albedo);
+ u.append_id(render_albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
- u.ids.push_back(render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size
+ u.append_id(render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 3;
- u.ids.push_back(render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass
+ u.append_id(render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass
uniforms.push_back(u);
}
@@ -579,7 +942,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
- u.ids.push_back(render_albedo);
+ u.append_id(render_albedo);
uniforms.push_back(u);
}
{
@@ -587,7 +950,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
for (int i = 0; i < 8; i++) {
- u.ids.push_back(render_occlusion[i]);
+ u.append_id(render_occlusion[i]);
}
uniforms.push_back(u);
}
@@ -595,7 +958,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 3;
- u.ids.push_back(render_geom_facing);
+ u.append_id(render_geom_facing);
uniforms.push_back(u);
}
@@ -613,9 +976,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (j < cascades.size()) {
- u.ids.push_back(cascades[j].sdf_tex);
+ u.append_id(cascades[j].sdf_tex);
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::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);
@@ -626,9 +989,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (j < cascades.size()) {
- u.ids.push_back(cascades[j].light_tex);
+ u.append_id(cascades[j].light_tex);
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::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);
@@ -639,9 +1002,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (j < cascades.size()) {
- u.ids.push_back(cascades[j].light_aniso_0_tex);
+ u.append_id(cascades[j].light_aniso_0_tex);
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::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);
@@ -652,9 +1015,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (j < cascades.size()) {
- u.ids.push_back(cascades[j].light_aniso_1_tex);
+ u.append_id(cascades[j].light_aniso_1_tex);
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::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);
@@ -663,7 +1026,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 6;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@@ -671,14 +1034,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 7;
- u.ids.push_back(cascades_ubo);
+ u.append_id(cascades_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 8;
- u.ids.push_back(lightprobe_data);
+ u.append_id(lightprobe_data);
uniforms.push_back(u);
}
@@ -686,14 +1049,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
- u.ids.push_back(cascades[i].lightprobe_history_tex);
+ u.append_id(cascades[i].lightprobe_history_tex);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 10;
- u.ids.push_back(cascades[i].lightprobe_average_tex);
+ u.append_id(cascades[i].lightprobe_average_tex);
uniforms.push_back(u);
}
@@ -701,14 +1064,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 11;
- u.ids.push_back(lightprobe_history_scroll);
+ u.append_id(lightprobe_history_scroll);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 12;
- u.ids.push_back(lightprobe_average_scroll);
+ u.append_id(lightprobe_average_scroll);
uniforms.push_back(u);
}
{
@@ -716,33 +1079,36 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 13;
RID parent_average;
- if (i < cascades.size() - 1) {
+ if (cascades.size() == 1) {
+ // If there is only one SDFGI cascade, we can't use the previous cascade for blending.
+ parent_average = cascades[i].lightprobe_average_tex;
+ } else if (i < cascades.size() - 1) {
parent_average = cascades[i + 1].lightprobe_average_tex;
} else {
parent_average = cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used
}
- u.ids.push_back(parent_average);
+ u.append_id(parent_average);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 14;
- u.ids.push_back(ambient_texture);
+ u.append_id(ambient_texture);
uniforms.push_back(u);
}
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 RendererSceneGIRD::SDFGI::erase() {
+void GI::SDFGI::erase() {
for (uint32_t i = 0; i < cascades.size(); i++) {
const SDFGI::Cascade &c = cascades[i];
RD::get_singleton()->free(c.light_data);
@@ -774,18 +1140,36 @@ void RendererSceneGIRD::SDFGI::erase() {
RD::get_singleton()->free(lightprobe_data);
RD::get_singleton()->free(lightprobe_history_scroll);
+ RD::get_singleton()->free(lightprobe_average_scroll);
RD::get_singleton()->free(occlusion_data);
RD::get_singleton()->free(ambient_texture);
RD::get_singleton()->free(cascades_ubo);
+
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ if (RD::get_singleton()->uniform_set_is_valid(debug_uniform_set[v])) {
+ RD::get_singleton()->free(debug_uniform_set[v]);
+ }
+ debug_uniform_set[v] = RID();
+ }
+
+ if (RD::get_singleton()->uniform_set_is_valid(debug_probes_uniform_set)) {
+ RD::get_singleton()->free(debug_probes_uniform_set);
+ }
+ debug_probes_uniform_set = RID();
+
+ if (debug_probes_scene_data_ubo.is_valid()) {
+ RD::get_singleton()->free(debug_probes_scene_data_ubo);
+ debug_probes_scene_data_ubo = RID();
+ }
}
-void RendererSceneGIRD::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;
@@ -838,7 +1222,7 @@ void RendererSceneGIRD::SDFGI::update(RendererSceneEnvironmentRD *p_env, const V
}
}
-void RendererSceneGIRD::SDFGI::update_light() {
+void GI::SDFGI::update_light() {
RD::get_singleton()->draw_command_begin_label("SDFGI Update dynamic Light");
/* Update dynamic light */
@@ -866,7 +1250,7 @@ void RendererSceneGIRD::SDFGI::update_light() {
push_constant.process_offset = 0;
push_constant.process_increment = 1;
} else {
- static uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = {
+ static const uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = {
1, 2, 4, 8, 16
};
@@ -877,7 +1261,7 @@ void RendererSceneGIRD::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);
}
@@ -885,7 +1269,7 @@ void RendererSceneGIRD::SDFGI::update_light() {
RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneGIRD::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;
@@ -901,29 +1285,29 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env,
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 = storage->get_default_clear_color().to_linear();
+ 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;
@@ -932,7 +1316,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
- u.ids.push_back(p_sky->radiance);
+ u.append_id(p_sky->radiance);
uniforms.push_back(u);
}
@@ -940,7 +1324,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 1;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ u.append_id(RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@@ -977,7 +1361,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env,
RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneGIRD::SDFGI::store_probes() {
+void GI::SDFGI::store_probes() {
RD::get_singleton()->barrier(RD::BARRIER_MASK_COMPUTE, RD::BARRIER_MASK_COMPUTE);
RD::get_singleton()->draw_command_begin_label("SDFGI Store Probes");
@@ -1000,7 +1384,7 @@ void RendererSceneGIRD::SDFGI::store_probes() {
push_constant.y_mult = y_mult;
// Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
- RENDER_TIMESTAMP("Average Probes");
+ RENDER_TIMESTAMP("Average SDFGI Probes");
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
@@ -1022,7 +1406,7 @@ void RendererSceneGIRD::SDFGI::store_probes() {
RD::get_singleton()->draw_command_end_label();
}
-int RendererSceneGIRD::SDFGI::get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const {
+int GI::SDFGI::get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const {
int dirty_count = 0;
for (uint32_t i = 0; i < cascades.size(); i++) {
const SDFGI::Cascade &c = cascades[i];
@@ -1078,7 +1462,7 @@ int RendererSceneGIRD::SDFGI::get_pending_region_data(int p_region, Vector3i &r_
return -1;
}
-void RendererSceneGIRD::SDFGI::update_cascades() {
+void GI::SDFGI::update_cascades() {
//update cascades
SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES];
int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
@@ -1099,154 +1483,167 @@ void RendererSceneGIRD::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 RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
- if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < cascades.size()) {
- u.ids.push_back(cascades[i].sdf_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+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();
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ if (!debug_uniform_set[v].is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set[v])) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.append_id(cascades[i].sdf_tex);
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
}
+ uniforms.push_back(u);
}
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < cascades.size()) {
- u.ids.push_back(cascades[i].light_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.append_id(cascades[i].light_tex);
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
}
+ uniforms.push_back(u);
}
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < cascades.size()) {
- u.ids.push_back(cascades[i].light_aniso_0_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.append_id(cascades[i].light_aniso_0_tex);
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
}
+ uniforms.push_back(u);
}
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < cascades.size()) {
- u.ids.push_back(cascades[i].light_aniso_1_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.append_id(cascades[i].light_aniso_1_tex);
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
}
+ uniforms.push_back(u);
}
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 5;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(occlusion_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 8;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 9;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(cascades_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 10;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(p_texture);
- uniforms.push_back(u);
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.append_id(occlusion_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.append_id(cascades_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.append_id(p_texture_views[v]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 11;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.append_id(lightprobe_texture);
+ uniforms.push_back(u);
+ }
+ debug_uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_shader_version, 0);
}
- {
- RD::Uniform u;
- u.binding = 11;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(lightprobe_texture);
- uniforms.push_back(u);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set[v], 0);
+
+ SDFGIShader::DebugPushConstant push_constant;
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.max_cascades = cascades.size();
+ push_constant.screen_size[0] = p_width;
+ push_constant.screen_size[1] = p_height;
+ push_constant.y_mult = y_mult;
+
+ push_constant.z_near = -p_projections[v].get_z_near();
+
+ 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];
+ }
}
- debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_shader_version, 0);
- }
+ 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];
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0);
+ // need to properly unproject for asymmetric projection matrices in stereo..
+ Projection inv_projection = p_projections[v].inverse();
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 3; j++) {
+ push_constant.inv_projection[j][i] = inv_projection.matrix[i][j];
+ }
+ }
- SDFGIShader::DebugPushConstant push_constant;
- push_constant.grid_size[0] = cascade_size;
- push_constant.grid_size[1] = cascade_size;
- push_constant.grid_size[2] = cascade_size;
- 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;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DebugPushConstant));
- Vector2 vp_half = p_projection.get_viewport_half_extents();
- push_constant.cam_extent[0] = vp_half.x;
- push_constant.cam_extent[1] = vp_half.y;
- push_constant.cam_extent[2] = -p_projection.get_z_near();
-
- push_constant.cam_transform[0] = p_transform.basis.elements[0][0];
- push_constant.cam_transform[1] = p_transform.basis.elements[1][0];
- push_constant.cam_transform[2] = p_transform.basis.elements[2][0];
- push_constant.cam_transform[3] = 0;
- push_constant.cam_transform[4] = p_transform.basis.elements[0][1];
- push_constant.cam_transform[5] = p_transform.basis.elements[1][1];
- push_constant.cam_transform[6] = p_transform.basis.elements[2][1];
- push_constant.cam_transform[7] = 0;
- push_constant.cam_transform[8] = p_transform.basis.elements[0][2];
- push_constant.cam_transform[9] = p_transform.basis.elements[1][2];
- push_constant.cam_transform[10] = p_transform.basis.elements[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;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DebugPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1);
- RD::get_singleton()->compute_list_end();
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1);
+ RD::get_singleton()->compute_list_end();
+ }
- Size2 rtsize = storage->render_target_get_size(p_render_target);
- storage->get_effects()->copy_to_fb_rect(p_texture, storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
+ Size2 rtsize = texture_storage->render_target_get_size(p_render_target);
+ 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 RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
- SDFGIShader::DebugProbesPushConstant push_constant;
+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();
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- push_constant.projection[i * 4 + j] = p_camera_with_transform.matrix[i][j];
+ // setup scene data
+ {
+ SDFGIShader::DebugProbesSceneData scene_data;
+
+ if (debug_probes_scene_data_ubo.is_null()) {
+ debug_probes_scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIShader::DebugProbesSceneData));
+ }
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ RendererRD::MaterialStorage::store_camera(p_camera_with_transforms[v], scene_data.projection[v]);
}
+
+ RD::get_singleton()->buffer_update(debug_probes_scene_data_ubo, 0, sizeof(SDFGIShader::DebugProbesSceneData), &scene_data, RD::BARRIER_MASK_RASTER);
}
+ // setup push constant
+ SDFGIShader::DebugProbesPushConstant push_constant;
+
//gen spheres from strips
uint32_t band_points = 16;
push_constant.band_power = 4;
@@ -1271,41 +1668,52 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(cascades_ubo);
+ u.append_id(cascades_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(lightprobe_texture);
+ u.append_id(lightprobe_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(occlusion_texture);
+ u.append_id(occlusion_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.append_id(debug_probes_scene_data_ubo);
uniforms.push_back(u);
}
debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_probes.version_get_shader(gi->sdfgi_shader.debug_probes_shader, 0), 0);
}
- RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDFGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0);
- RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant));
- RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points);
+ SDFGIShader::ProbeDebugMode mode = p_view_count > 1 ? SDFGIShader::PROBE_DEBUG_PROBES_MULTIVIEW : SDFGIShader::PROBE_DEBUG_PROBES;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CONTINUE, p_will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_command_begin_label("Debug SDFGI");
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, gi->sdfgi_shader.debug_probes_pipeline[mode].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, debug_probes_uniform_set, 0);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, false, total_probes, total_points);
if (gi->sdfgi_debug_probe_dir != Vector3()) {
- print_line("CLICK DEBUG ME?");
uint32_t cascade = 0;
Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[cascade].position)) * cascades[cascade].cell_size * Vector3(1.0, 1.0 / y_mult, 1.0);
Vector3 probe_size = cascades[cascade].cell_size * (cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / y_mult, 1.0);
@@ -1333,11 +1741,6 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr
}
}
- if (gi->sdfgi_debug_probe_enabled) {
- print_line("found: " + gi->sdfgi_debug_probe_index);
- } else {
- print_line("no found");
- }
gi->sdfgi_debug_probe_dir = Vector3();
}
@@ -1360,14 +1763,17 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr
uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2;
- RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDFGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0);
- RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant));
- RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, total_points);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, gi->sdfgi_shader.debug_probes_pipeline[p_view_count > 1 ? SDFGIShader::PROBE_DEBUG_VISIBILITY_MULTIVIEW : SDFGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, debug_probes_uniform_set, 0);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, false, cell_count, total_points);
}
+
+ RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_list_end();
}
-void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render) {
+void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render) {
/* Update general SDFGI Buffer */
SDFGIData sdfgi_data;
@@ -1450,27 +1856,27 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
break;
}
- RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j));
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j));
ERR_CONTINUE(!li);
- if (storage->light_directional_is_sky_only(li->light)) {
+ if (RSG::light_storage->light_directional_get_sky_mode(li->light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
continue;
}
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z);
dir.y *= y_mult;
dir.normalize();
lights[idx].direction[0] = dir.x;
lights[idx].direction[1] = dir.y;
lights[idx].direction[2] = dir.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
+ Color color = RSG::light_storage->light_get_color(li->light);
+ color = color.srgb_to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = RS::LIGHT_DIRECTIONAL;
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
+ lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
idx++;
}
@@ -1484,10 +1890,10 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
break;
}
- RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]);
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]);
ERR_CONTINUE(!li);
- uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
+ uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light);
if (i > max_sdfgi_cascade) {
continue;
}
@@ -1496,7 +1902,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
continue;
}
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z);
//faster to not do this here
//dir.y *= y_mult;
//dir.normalize();
@@ -1508,18 +1914,18 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
lights[idx].position[0] = pos.x;
lights[idx].position[1] = pos.y;
lights[idx].position[2] = pos.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
+ Color color = RSG::light_storage->light_get_color(li->light);
+ color = color.srgb_to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
- lights[idx].type = storage->light_get_type(li->light);
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
- lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
- lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
- lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ lights[idx].type = RSG::light_storage->light_get_type(li->light);
+ lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
+ lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
+ lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
+ lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
@@ -1532,9 +1938,9 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
}
}
-void RendererSceneGIRD::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.getornull(p_render_buffers);
+ 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...
AABB bounds;
Vector3i from;
@@ -1559,14 +1965,14 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
if (cascade_next != cascade) {
RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
- RENDER_TIMESTAMP(">SDFGI Update SDF");
+ RENDER_TIMESTAMP("> SDFGI Update SDF");
//done rendering! must update SDF
//clear dispatch indirect data
SDFGIShader::PreprocessPushConstant push_constant;
memset(&push_constant, 0, sizeof(SDFGIShader::PreprocessPushConstant));
- RENDER_TIMESTAMP("Scroll SDF");
+ RENDER_TIMESTAMP("SDFGI Scroll SDF");
//scroll
if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
@@ -1705,7 +2111,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
push_constant.half_size = true;
{
- RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
+ RENDER_TIMESTAMP("SDFGI Jump Flood (Half-Size)");
uint32_t s = cascade_half_size;
@@ -1727,7 +2133,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
}
}
- RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
+ RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half-Size)");
//continue with optimized jump flood for smaller reads
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
@@ -1763,7 +2169,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
} else {
//full size jumpflood
- RENDER_TIMESTAMP("SDFGI Jump Flood");
+ RENDER_TIMESTAMP("SDFGI Jump Flood (Full-Size)");
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0);
@@ -1794,7 +2200,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
}
}
- RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
+ RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Full-Size)");
//continue with optimized jump flood for smaller reads
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
@@ -1864,7 +2270,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
Ref<Image> img;
img.instantiate();
for (uint32_t i = 0; i < cascade_size; i++) {
- Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1);
+ Vector<uint8_t> subarr = data.slice(128 * 128 * i, 128 * 128 * (i + 1));
img->create(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr);
img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png");
}
@@ -1877,7 +2283,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
Ref<Image> img;
img.instantiate();
for (uint32_t i = 0; i < cascade_size; i++) {
- Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1);
+ Vector<uint8_t> subarr = data.slice(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2);
img->createcascade_size, cascade_size, false, Image::FORMAT_RGB565, subarr);
img->convert(Image::FORMAT_RGBA8);
img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png");
@@ -1886,19 +2292,18 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
//finalize render and update sdf
#endif
- RENDER_TIMESTAMP("<SDFGI Update SDF");
+ RENDER_TIMESTAMP("< SDFGI Update SDF");
RD::get_singleton()->draw_command_end_label();
}
}
-void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) {
- RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
+void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) {
+ 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...
- RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs");
+ RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights");
update_cascades();
- ; //need cascades updated for this
SDFGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS];
@@ -1921,10 +2326,10 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
break;
}
- RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_positional_light_cull_result[i][j]);
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_positional_light_cull_result[i][j]);
ERR_CONTINUE(!li);
- uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
+ uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light);
if (p_cascade_indices[i] > max_sdfgi_cascade) {
continue;
}
@@ -1933,9 +2338,9 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
continue;
}
- lights[idx].type = storage->light_get_type(li->light);
+ lights[idx].type = RSG::light_storage->light_get_type(li->light);
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z);
if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
dir.y *= y_mult; //only makes sense for directional
dir.normalize();
@@ -1948,17 +2353,17 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
lights[idx].position[0] = pos.x;
lights[idx].position[1] = pos.y;
lights[idx].position[2] = pos.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
+ Color color = RSG::light_storage->light_get_color(li->light);
+ color = color.srgb_to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
- lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
- lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
- lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
+ lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
+ lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
+ lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
@@ -2000,7 +2405,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
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);
}
@@ -2014,31 +2419,22 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
////////////////////////////////////////////////////////////////////////////////
// VoxelGIInstance
-void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
- uint32_t data_version = storage->voxel_gi_get_data_version(probe);
+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);
// (RE)CREATE IF NEEDED
if (last_probe_data_version != data_version) {
//need to re-create everything
- if (texture.is_valid()) {
- RD::get_singleton()->free(texture);
- RD::get_singleton()->free(write_buffer);
- mipmaps.clear();
- }
-
- for (int i = 0; i < dynamic_maps.size(); i++) {
- RD::get_singleton()->free(dynamic_maps[i].texture);
- RD::get_singleton()->free(dynamic_maps[i].depth);
- }
+ free_resources();
- dynamic_maps.clear();
-
- Vector3i octree_size = storage->voxel_gi_get_octree_size(probe);
+ Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
if (octree_size != Vector3i()) {
//can create a 3D texture
- Vector<int> levels = storage->voxel_gi_get_level_counts(probe);
+ Vector<int> levels = gi->voxel_gi_get_level_counts(probe);
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
@@ -2051,6 +2447,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
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);
@@ -2065,7 +2462,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
for (int i = 0; i < levels.size(); i++) {
VoxelGIInstance::Mipmap mipmap;
- mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, RD::TEXTURE_SLICE_3D);
+ mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, 1, RD::TEXTURE_SLICE_3D);
mipmap.level = levels.size() - i - 1;
mipmap.cell_offset = 0;
for (uint32_t j = 0; j < mipmap.level; j++) {
@@ -2078,14 +2475,14 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
- u.ids.push_back(storage->voxel_gi_get_octree_buffer(probe));
+ u.append_id(gi->voxel_gi_get_octree_buffer(probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
- u.ids.push_back(storage->voxel_gi_get_data_buffer(probe));
+ u.append_id(gi->voxel_gi_get_data_buffer(probe));
uniforms.push_back(u);
}
@@ -2093,21 +2490,21 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 4;
- u.ids.push_back(write_buffer);
+ u.append_id(write_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 9;
- u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe));
+ u.append_id(gi->voxel_gi_get_sdf_texture(probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@@ -2118,7 +2515,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 3;
- u.ids.push_back(gi->voxel_gi_lights_uniform);
+ u.append_id(gi->voxel_gi_lights_uniform);
copy_uniforms.push_back(u);
}
@@ -2130,7 +2527,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 5;
- u.ids.push_back(texture);
+ u.append_id(texture);
copy_uniforms.push_back(u);
}
mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
@@ -2143,7 +2540,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 5;
- u.ids.push_back(mipmap.texture);
+ u.append_id(mipmap.texture);
uniforms.push_back(u);
}
@@ -2180,12 +2577,15 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
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
- dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
+ // Render depth for first one.
+ // Use 16-bit depth when supported to improve performance.
+ 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
@@ -2193,13 +2593,17 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
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);
@@ -2217,7 +2621,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 3;
- u.ids.push_back(gi->voxel_gi_lights_uniform);
+ u.append_id(gi->voxel_gi_lights_uniform);
uniforms.push_back(u);
}
@@ -2225,56 +2629,56 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 5;
- u.ids.push_back(dmap.albedo);
+ u.append_id(dmap.albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 6;
- u.ids.push_back(dmap.normal);
+ u.append_id(dmap.normal);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 7;
- u.ids.push_back(dmap.orm);
+ u.append_id(dmap.orm);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 8;
- u.ids.push_back(dmap.fb_depth);
+ u.append_id(dmap.fb_depth);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 9;
- u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe));
+ u.append_id(gi->voxel_gi_get_sdf_texture(probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 11;
- u.ids.push_back(dmap.texture);
+ u.append_id(dmap.texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 12;
- u.ids.push_back(dmap.depth);
+ u.append_id(dmap.depth);
uniforms.push_back(u);
}
@@ -2290,14 +2694,14 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 5;
- u.ids.push_back(dynamic_maps[dynamic_maps.size() - 1].texture);
+ u.append_id(dynamic_maps[dynamic_maps.size() - 1].texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 6;
- u.ids.push_back(dynamic_maps[dynamic_maps.size() - 1].depth);
+ u.append_id(dynamic_maps[dynamic_maps.size() - 1].depth);
uniforms.push_back(u);
}
@@ -2306,14 +2710,14 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 7;
- u.ids.push_back(dmap.texture);
+ u.append_id(dmap.texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 8;
- u.ids.push_back(dmap.depth);
+ u.append_id(dmap.depth);
uniforms.push_back(u);
}
}
@@ -2322,14 +2726,14 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 9;
- u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe));
+ u.append_id(gi->voxel_gi_get_sdf_texture(probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@@ -2338,7 +2742,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 11;
- u.ids.push_back(mipmaps[dmap.mipmap].texture);
+ u.append_id(mipmaps[dmap.mipmap].texture);
uniforms.push_back(u);
}
}
@@ -2373,7 +2777,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
light_count = MIN(gi->voxel_gi_max_lights, (uint32_t)p_light_instances.size());
{
- Transform3D to_cell = storage->voxel_gi_get_to_cell_xform(probe);
+ Transform3D to_cell = gi->voxel_gi_get_to_cell_xform(probe);
Transform3D to_probe_xform = (transform * to_cell.affine_inverse()).affine_inverse();
//update lights
@@ -2382,27 +2786,27 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RID light_instance = p_light_instances[i];
RID light = p_scene_render->light_instance_get_base_light(light_instance);
- l.type = storage->light_get_type(light);
- if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) {
+ l.type = RSG::light_storage->light_get_type(light);
+ if (l.type == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
light_count--;
continue;
}
- l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
- l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
- l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
- Color color = storage->light_get_color(light).to_linear();
+ l.attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
+ l.energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ l.radius = to_cell.basis.xform(Vector3(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
+ Color color = RSG::light_storage->light_get_color(light).srgb_to_linear();
l.color[0] = color.r;
l.color[1] = color.g;
l.color[2] = color.b;
- l.cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
- l.inv_spot_attenuation = 1.0f / storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ l.cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance);
Vector3 pos = to_probe_xform.xform(xform.origin);
- Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_axis(2)).normalized();
+ Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_column(2)).normalized();
l.position[0] = pos.x;
l.position[1] = pos.y;
@@ -2412,7 +2816,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
l.direction[1] = dir.y;
l.direction[2] = dir.z;
- l.has_shadow = storage->light_has_shadow(light);
+ l.has_shadow = RSG::light_storage->light_has_shadow(light);
}
RD::get_singleton()->buffer_update(gi->voxel_gi_lights_uniform, 0, sizeof(VoxelGILight) * light_count, gi->voxel_gi_lights);
@@ -2424,7 +2828,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
if (mipmaps.size()) {
//can update mipmaps
- Vector3i probe_size = storage->voxel_gi_get_octree_size(probe);
+ Vector3i probe_size = gi->voxel_gi_get_octree_size(probe);
VoxelGIPushConstant push_constant;
@@ -2433,8 +2837,8 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
push_constant.limits[2] = probe_size.z;
push_constant.stack_size = mipmaps.size();
push_constant.emission_scale = 1.0;
- push_constant.propagation = storage->voxel_gi_get_propagation(probe);
- push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe);
+ push_constant.propagation = gi->voxel_gi_get_propagation(probe);
+ push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe);
push_constant.light_count = light_count;
push_constant.aniso_strength = 0;
@@ -2446,12 +2850,12 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
int passes;
if (p_update_light_instances) {
- passes = storage->voxel_gi_is_using_two_bounces(probe) ? 2 : 1;
+ passes = gi->voxel_gi_is_using_two_bounces(probe) ? 2 : 1;
} else {
passes = 1; //only re-blitting is necessary
}
int wg_size = 64;
- int wg_limit_x = RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X);
+ int64_t wg_limit_x = (int64_t)RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X);
for (int pass = 0; pass < passes; pass++) {
if (p_update_light_instances) {
@@ -2474,9 +2878,9 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
push_constant.cell_offset = mipmaps[i].cell_offset;
push_constant.cell_count = mipmaps[i].cell_count;
- int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
+ int64_t wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
while (wg_todo) {
- int wg_count = MIN(wg_todo, wg_limit_x);
+ int64_t wg_count = MIN(wg_todo, wg_limit_x);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
wg_todo -= wg_count;
@@ -2495,9 +2899,9 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
push_constant.cell_offset = mipmaps[i].cell_offset;
push_constant.cell_count = mipmaps[i].cell_count;
- int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
+ int64_t wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
while (wg_todo) {
- int wg_count = MIN(wg_todo, wg_limit_x);
+ int64_t wg_count = MIN(wg_todo, wg_limit_x);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
wg_todo -= wg_count;
@@ -2513,13 +2917,13 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
has_dynamic_object_data = false; //clear until dynamic object data is used again
if (p_dynamic_objects.size() && dynamic_maps.size()) {
- Vector3i octree_size = storage->voxel_gi_get_octree_size(probe);
+ Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
int multiplier = dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
Transform3D oversample_scale;
oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier));
- Transform3D to_cell = oversample_scale * storage->voxel_gi_get_to_cell_xform(probe);
+ Transform3D to_cell = oversample_scale * gi->voxel_gi_get_to_cell_xform(probe);
Transform3D to_world_xform = transform * to_cell.affine_inverse();
Transform3D to_probe_xform = to_world_xform.affine_inverse();
@@ -2527,10 +2931,10 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
//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
@@ -2575,23 +2979,23 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
Vector3 render_dir = render_z[j];
Vector3 up_dir = render_up[j];
- Vector3 center = aabb.position + aabb.size * 0.5;
+ Vector3 center = aabb.get_center();
Transform3D xform;
xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
- Vector3 x_dir = xform.basis.get_axis(0).abs();
+ Vector3 x_dir = xform.basis.get_column(0).abs();
int x_axis = int(Vector3(0, 1, 2).dot(x_dir));
- Vector3 y_dir = xform.basis.get_axis(1).abs();
+ Vector3 y_dir = xform.basis.get_column(1).abs();
int y_axis = int(Vector3(0, 1, 2).dot(y_dir));
- Vector3 z_dir = -xform.basis.get_axis(2);
+ Vector3 z_dir = -xform.basis.get_column(2);
int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs()));
Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]);
- bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(0)) < 0);
- bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(1)) < 0);
- bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(2)) > 0);
+ bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(0)) < 0);
+ 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) {
@@ -2619,7 +3023,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
push_constant.z_base = xform.origin[z_axis];
push_constant.z_sign = (z_flip ? -1.0 : 1.0);
push_constant.pos_multiplier = float(1.0) / multiplier;
- push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe);
+ push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe);
push_constant.flip_x = x_flip;
push_constant.flip_y = y_flip;
push_constant.rect_pos[0] = rect.position[0];
@@ -2631,7 +3035,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
push_constant.prev_rect_size[0] = 0;
push_constant.prev_rect_size[1] = 0;
push_constant.on_mipmap = false;
- push_constant.propagation = storage->voxel_gi_get_propagation(probe);
+ push_constant.propagation = gi->voxel_gi_get_propagation(probe);
push_constant.pad[0] = 0;
push_constant.pad[1] = 0;
push_constant.pad[2] = 0;
@@ -2713,22 +3117,55 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
has_dynamic_object_data = true; //clear until dynamic object data is used again
}
- last_probe_version = storage->voxel_gi_get_version(probe);
+ last_probe_version = gi->voxel_gi_get_version(probe);
+}
+
+void GI::VoxelGIInstance::free_resources() {
+ if (texture.is_valid()) {
+ RD::get_singleton()->free(texture);
+ RD::get_singleton()->free(write_buffer);
+
+ texture = RID();
+ write_buffer = RID();
+ mipmaps.clear();
+ }
+
+ for (int i = 0; i < dynamic_maps.size(); i++) {
+ RD::get_singleton()->free(dynamic_maps[i].texture);
+ RD::get_singleton()->free(dynamic_maps[i].depth);
+
+ // these only exist on the first level...
+ if (dynamic_maps[i].fb_depth.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].fb_depth);
+ }
+ if (dynamic_maps[i].albedo.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].albedo);
+ }
+ if (dynamic_maps[i].normal.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].normal);
+ }
+ if (dynamic_maps[i].orm.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].orm);
+ }
+ }
+ dynamic_maps.clear();
}
-void RendererSceneGIRD::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(storage->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 = storage->voxel_gi_get_octree_size(probe);
+ Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
VoxelGIDebugPushConstant push_constant;
push_constant.alpha = p_alpha;
- push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe);
+ push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe);
push_constant.cell_offset = mipmaps[level].cell_offset;
push_constant.level = level;
@@ -2751,21 +3188,21 @@ void RendererSceneGIRD::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
- u.ids.push_back(storage->voxel_gi_get_data_buffer(probe));
+ u.append_id(gi->voxel_gi_get_data_buffer(probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
- u.ids.push_back(texture);
+ u.append_id(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 3;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@@ -2793,19 +3230,23 @@ void RendererSceneGIRD::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p
}
////////////////////////////////////////////////////////////////////////////////
-// GIRD
+// GI
+
+GI::GI() {
+ singleton = this;
-RendererSceneGIRD::RendererSceneGIRD() {
sdfgi_ray_count = RS::EnvironmentSDFGIRayCount(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/probe_ray_count")), 0, int32_t(RS::ENV_SDFGI_RAY_COUNT_MAX - 1)));
sdfgi_frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_converge")), 0, int32_t(RS::ENV_SDFGI_CONVERGE_MAX - 1)));
sdfgi_frames_to_update_light = RS::EnvironmentSDFGIFramesToUpdateLight(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_update_lights")), 0, int32_t(RS::ENV_SDFGI_UPDATE_LIGHT_MAX - 1)));
}
-RendererSceneGIRD::~RendererSceneGIRD() {
+GI::~GI() {
+ singleton = nullptr;
}
-void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky) {
- storage = p_storage;
+void GI::init(SkyRD *p_sky) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
/* GI */
@@ -2922,14 +3363,18 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::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);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 1;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@@ -2942,17 +3387,41 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
//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");
- gi_modes.push_back("\n#define USE_SDFGI\n");
- gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n");
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_VOXEL_GI_INSTANCES\n");
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n");
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n");
+
+ 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
shader.initialize(gi_modes, defines);
shader_version = shader.version_create();
- for (int i = 0; i < MODE_MAX; i++) {
- pipelines[i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i));
+
+ 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);
+
+ 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);
+ }
+
+ 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);
+ }
}
sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIData));
@@ -2971,9 +3440,14 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
Vector<String> versions;
versions.push_back("\n#define MODE_PROBES\n");
+ versions.push_back("\n#define MODE_PROBES\n#define USE_MULTIVIEW\n");
versions.push_back("\n#define MODE_VISIBILITY\n");
+ versions.push_back("\n#define MODE_VISIBILITY\n#define USE_MULTIVIEW\n");
sdfgi_shader.debug_probes.initialize(versions, defines);
+
+ // TODO disable multiview versions if turned off
+
sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create();
{
@@ -2984,6 +3458,8 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
ds.enable_depth_write = true;
ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
for (int i = 0; i < SDFGIShader::PROBE_DEBUG_MAX; i++) {
+ // TODO check if version is enabled
+
RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i);
sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
}
@@ -2993,7 +3469,7 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution");
}
-void RendererSceneGIRD::free() {
+void GI::free() {
RD::get_singleton()->free(default_voxel_gi_buffer);
RD::get_singleton()->free(voxel_gi_lights_uniform);
RD::get_singleton()->free(sdfgi_ubo);
@@ -3012,7 +3488,7 @@ void RendererSceneGIRD::free() {
}
}
-RendererSceneGIRD::SDFGI *RendererSceneGIRD::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);
@@ -3020,11 +3496,13 @@ RendererSceneGIRD::SDFGI *RendererSceneGIRD::create_sdfgi(RendererSceneEnvironme
return sdfgi;
}
-void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) {
+void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+
r_voxel_gi_instances_used = 0;
// feels a little dirty to use our container this way but....
- RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
+ RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
RID voxel_gi_buffer = p_scene_render->render_buffers_get_voxel_gi_buffer(p_render_buffers);
@@ -3047,35 +3525,35 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
RID base_probe = gipi->probe;
- Transform3D to_cell = storage->voxel_gi_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
+ Transform3D to_cell = voxel_gi_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
- gipd.xform[0] = to_cell.basis.elements[0][0];
- gipd.xform[1] = to_cell.basis.elements[1][0];
- gipd.xform[2] = to_cell.basis.elements[2][0];
+ gipd.xform[0] = to_cell.basis.rows[0][0];
+ gipd.xform[1] = to_cell.basis.rows[1][0];
+ gipd.xform[2] = to_cell.basis.rows[2][0];
gipd.xform[3] = 0;
- gipd.xform[4] = to_cell.basis.elements[0][1];
- gipd.xform[5] = to_cell.basis.elements[1][1];
- gipd.xform[6] = to_cell.basis.elements[2][1];
+ gipd.xform[4] = to_cell.basis.rows[0][1];
+ gipd.xform[5] = to_cell.basis.rows[1][1];
+ gipd.xform[6] = to_cell.basis.rows[2][1];
gipd.xform[7] = 0;
- gipd.xform[8] = to_cell.basis.elements[0][2];
- gipd.xform[9] = to_cell.basis.elements[1][2];
- gipd.xform[10] = to_cell.basis.elements[2][2];
+ gipd.xform[8] = to_cell.basis.rows[0][2];
+ gipd.xform[9] = to_cell.basis.rows[1][2];
+ gipd.xform[10] = to_cell.basis.rows[2][2];
gipd.xform[11] = 0;
gipd.xform[12] = to_cell.origin.x;
gipd.xform[13] = to_cell.origin.y;
gipd.xform[14] = to_cell.origin.z;
gipd.xform[15] = 1;
- Vector3 bounds = storage->voxel_gi_get_octree_size(base_probe);
+ Vector3 bounds = voxel_gi_get_octree_size(base_probe);
gipd.bounds[0] = bounds.x;
gipd.bounds[1] = bounds.y;
gipd.bounds[2] = bounds.z;
- gipd.dynamic_range = storage->voxel_gi_get_dynamic_range(base_probe) * storage->voxel_gi_get_energy(base_probe);
- gipd.bias = storage->voxel_gi_get_bias(base_probe);
- gipd.normal_bias = storage->voxel_gi_get_normal_bias(base_probe);
- gipd.blend_ambient = !storage->voxel_gi_is_interior(base_probe);
+ gipd.dynamic_range = voxel_gi_get_dynamic_range(base_probe) * voxel_gi_get_energy(base_probe);
+ gipd.bias = voxel_gi_get_bias(base_probe);
+ gipd.normal_bias = voxel_gi_get_normal_bias(base_probe);
+ gipd.blend_ambient = !voxel_gi_is_interior(base_probe);
gipd.mipmaps = gipi->mipmaps.size();
}
@@ -3083,27 +3561,31 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
}
if (texture == RID()) {
- texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
- if (texture != rb->gi.voxel_gi_textures[i]) {
+ if (texture != rb->rbgi.voxel_gi_textures[i]) {
voxel_gi_instances_changed = true;
- rb->gi.voxel_gi_textures[i] = texture;
+ rb->rbgi.voxel_gi_textures[i] = texture;
}
}
if (voxel_gi_instances_changed) {
- if (RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) {
- RD::get_singleton()->free(rb->gi.uniform_set);
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ if (RD::get_singleton()->uniform_set_is_valid(rb->rbgi.uniform_set[v])) {
+ RD::get_singleton()->free(rb->rbgi.uniform_set[v]);
+ }
+ rb->rbgi.uniform_set[v] = RID();
}
- rb->gi.uniform_set = RID();
if (rb->volumetric_fog) {
- if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
+ if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
+ RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
+ RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
}
- rb->volumetric_fog->uniform_set = RID();
- rb->volumetric_fog->uniform_set2 = RID();
+ rb->volumetric_fog->fog_uniform_set = RID();
+ rb->volumetric_fog->process_uniform_set = RID();
+ rb->volumetric_fog->process_uniform_set2 = RID();
}
}
@@ -3116,284 +3598,394 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
}
}
-void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
+void GI::RenderBuffersGI::free() {
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set[v])) {
+ RD::get_singleton()->free(uniform_set[v]);
+ }
+ uniform_set[v] = RID();
+ }
+
+ if (scene_data_ubo.is_valid()) {
+ RD::get_singleton()->free(scene_data_ubo);
+ scene_data_ubo = RID();
+ }
+
+ if (ambient_buffer.is_valid()) {
+ 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;
+ }
+
+ if (voxel_gi_buffer.is_valid()) {
+ RD::get_singleton()->free(voxel_gi_buffer);
+ voxel_gi_buffer = RID();
+ }
+}
+
+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();
+
+ ERR_FAIL_COND_MSG(p_view_count > 2, "Maximum of 2 views supported for Processing GI.");
+
RD::get_singleton()->draw_command_begin_label("GI Render");
- RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
+ RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
- RendererSceneEnvironmentRD *env = p_scene_render->environment_owner.getornull(p_environment);
- if (rb->ambient_buffer.is_null() || rb->gi.using_half_size_gi != half_resolution) {
- if (rb->ambient_buffer.is_valid()) {
- RD::get_singleton()->free(rb->ambient_buffer);
- RD::get_singleton()->free(rb->reflection_buffer);
+ 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()) {
+ 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
+ rb->rbgi.view_count = p_view_count;
+
+ // Create textures for our ambient and reflection data
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = rb->width;
- tf.height = rb->height;
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
if (half_resolution) {
tf.width >>= 1;
tf.height >>= 1;
}
+ if (p_view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.array_layers = p_view_count;
+ } else {
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ }
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->gi.using_half_size_gi = half_resolution;
+ 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 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 {
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ 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);
+ }
+ }
}
+ // Setup our scene data
+ {
+ SceneData scene_data;
+
+ if (rb->rbgi.scene_data_ubo.is_null()) {
+ rb->rbgi.scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData));
+ }
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ RendererRD::MaterialStorage::store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
+ scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
+ scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
+ scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
+ scene_data.eye_offset[v][3] = 0.0;
+ }
+
+ // Note that we will be ignoring the origin of this transform.
+ RendererRD::MaterialStorage::store_transform(p_cam_transform, scene_data.cam_transform);
+
+ scene_data.screen_size[0] = rb->internal_width;
+ scene_data.screen_size[1] = rb->internal_height;
+
+ RD::get_singleton()->buffer_update(rb->rbgi.scene_data_ubo, 0, sizeof(SceneData), &scene_data, RD::BARRIER_MASK_COMPUTE);
+ }
+
+ // Now compute the contents of our buffers.
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
+
+ // 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
+
PushConstant push_constant;
- push_constant.screen_size[0] = rb->width;
- push_constant.screen_size[1] = rb->height;
- push_constant.z_near = p_projection.get_z_near();
- push_constant.z_far = p_projection.get_z_far();
- push_constant.orthogonal = p_projection.is_orthogonal();
- push_constant.proj_info[0] = -2.0f / (rb->width * p_projection.matrix[0][0]);
- push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]);
- push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
- push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
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();
+
+ // 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];
+
bool use_sdfgi = rb->sdfgi != nullptr;
bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0;
- if (env) {
- push_constant.ao_color[0] = env->ao_color.r;
- push_constant.ao_color[1] = env->ao_color.g;
- push_constant.ao_color[2] = env->ao_color.b;
- } else {
- push_constant.ao_color[0] = 0;
- push_constant.ao_color[1] = 0;
- push_constant.ao_color[2] = 0;
- }
-
- push_constant.cam_rotation[0] = p_transform.basis[0][0];
- push_constant.cam_rotation[1] = p_transform.basis[1][0];
- push_constant.cam_rotation[2] = p_transform.basis[2][0];
- push_constant.cam_rotation[3] = 0;
- push_constant.cam_rotation[4] = p_transform.basis[0][1];
- push_constant.cam_rotation[5] = p_transform.basis[1][1];
- push_constant.cam_rotation[6] = p_transform.basis[2][1];
- push_constant.cam_rotation[7] = 0;
- push_constant.cam_rotation[8] = p_transform.basis[0][2];
- push_constant.cam_rotation[9] = p_transform.basis[1][2];
- push_constant.cam_rotation[10] = p_transform.basis[2][2];
- push_constant.cam_rotation[11] = 0;
-
- if (rb->gi.uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ 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])) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ 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::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
}
+ uniforms.push_back(u);
}
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].light_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ 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::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
}
+ uniforms.push_back(u);
}
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_0_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ 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::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
}
+ uniforms.push_back(u);
}
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_1_tex);
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ 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::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 5;
+ if (rb->sdfgi) {
+ u.append_id(rb->sdfgi->occlusion_texture);
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::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);
}
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 5;
- if (rb->sdfgi) {
- u.ids.push_back(rb->sdfgi->occlusion_texture);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 6;
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 7;
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
}
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 6;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 7;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.ids.push_back(rb->ambient_buffer);
- uniforms.push_back(u);
- }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.append_id(rb->rbgi.ambient_slice[v]);
+ uniforms.push_back(u);
+ }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 10;
- u.ids.push_back(rb->reflection_buffer);
- uniforms.push_back(u);
- }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 10;
+ u.append_id(rb->rbgi.reflection_slice[v]);
+ uniforms.push_back(u);
+ }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 11;
- if (rb->sdfgi) {
- u.ids.push_back(rb->sdfgi->lightprobe_texture);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 11;
+ if (rb->sdfgi) {
+ u.append_id(rb->sdfgi->lightprobe_texture);
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
+ }
+ uniforms.push_back(u);
}
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 12;
- u.ids.push_back(rb->depth_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 13;
- u.ids.push_back(p_normal_roughness_buffer);
- 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 : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 15;
- u.ids.push_back(sdfgi_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 16;
- u.ids.push_back(rb->gi.voxel_gi_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 17;
- for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) {
- u.ids.push_back(rb->gi.voxel_gi_textures[i]);
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 12;
+ u.append_id(rb->views[v].view_depth);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 13;
+ 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::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ u.append_id(buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 15;
+ u.append_id(sdfgi_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 16;
+ u.append_id(rb->rbgi.voxel_gi_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 17;
+ for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) {
+ u.append_id(rb->rbgi.voxel_gi_textures[i]);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 18;
+ 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);
}
- uniforms.push_back(u);
- }
- rb->gi.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
- }
+ rb->rbgi.uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
+ }
- Mode 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));
- if (rb->gi.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);
+ if (rb->rbgi.using_half_size_gi) {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width >> 1, rb->internal_height >> 1, 1);
+ } else {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width, rb->internal_height, 1);
+ }
}
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi.uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
-
- if (rb->gi.using_half_size_gi) {
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width >> 1, rb->height >> 1, 1);
- } else {
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1);
- }
//do barrier later to allow oeverlap
//RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //no barriers, let other compute, raster and transfer happen at the same time
RD::get_singleton()->draw_command_end_label();
}
-RID RendererSceneGIRD::voxel_gi_instance_create(RID p_base) {
+RID GI::voxel_gi_instance_create(RID p_base) {
VoxelGIInstance voxel_gi;
voxel_gi.gi = this;
- voxel_gi.storage = storage;
voxel_gi.probe = p_base;
RID rid = voxel_gi_instance_owner.make_rid(voxel_gi);
return rid;
}
-void RendererSceneGIRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
+void GI::voxel_gi_instance_free(RID p_rid) {
+ GI::VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_rid);
+ voxel_gi->free_resources();
+ voxel_gi_instance_owner.free(p_rid);
+}
+
+void GI::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
ERR_FAIL_COND(!voxel_gi);
voxel_gi->transform = p_xform;
}
-bool RendererSceneGIRD::voxel_gi_needs_update(RID p_probe) const {
+bool GI::voxel_gi_needs_update(RID p_probe) const {
VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
ERR_FAIL_COND_V(!voxel_gi, false);
- return voxel_gi->last_probe_version != storage->voxel_gi_get_version(voxel_gi->probe);
+ return voxel_gi->last_probe_version != voxel_gi_get_version(voxel_gi->probe);
}
-void RendererSceneGIRD::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 RendererSceneGIRD::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) {
- VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.getornull(p_voxel_gi);
+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);
voxel_gi->debug(p_draw_list, p_framebuffer, p_camera_with_transform, p_lighting, p_emission, p_alpha);
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/environment/gi.h
index 0b4622646f..8860445c3b 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* renderer_scene_gi_rd.h */
+/* gi.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,33 +28,72 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_GI_RD_H
-#define RENDERING_SERVER_SCENE_GI_RD_H
+#ifndef GI_RD_H
+#define GI_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
+#include "servers/rendering/environment/renderer_gi.h"
#include "servers/rendering/renderer_compositor.h"
-#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
-#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
-#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/voxel_gi.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/environment/sky.h"
+#include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/storage/utilities.h"
// Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
struct RenderDataRD;
class RendererSceneRenderRD;
-class RendererSceneGIRD {
+namespace RendererRD {
+
+class GI : public RendererGI {
+public:
+ /* VOXEL GI STORAGE */
+
+ struct VoxelGI {
+ RID octree_buffer;
+ RID data_buffer;
+ RID sdf_texture;
+
+ uint32_t octree_buffer_size = 0;
+ uint32_t data_buffer_size = 0;
+
+ Vector<int> level_counts;
+
+ int cell_count = 0;
+
+ Transform3D to_cell_xform;
+ AABB bounds;
+ Vector3i octree_size;
+
+ float dynamic_range = 2.0;
+ float energy = 1.0;
+ float bias = 1.4;
+ float normal_bias = 0.0;
+ float propagation = 0.5;
+ bool interior = false;
+ bool use_two_bounces = true;
+
+ uint32_t version = 1;
+ uint32_t data_version = 1;
+
+ Dependency dependency;
+ };
+
private:
- RendererStorageRD *storage;
+ static GI *singleton;
+
+ /* VOXEL GI STORAGE */
+
+ mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
/* VOXEL_GI INSTANCE */
@@ -193,13 +232,13 @@ private:
uint32_t max_cascades;
int32_t screen_size[2];
- uint32_t use_occlusion;
float y_mult;
- float cam_extent[3];
- uint32_t probe_axis_size;
+ float z_near;
- float cam_transform[16];
+ float inv_projection[3][4];
+ float cam_basis[3][3];
+ float cam_origin[3];
};
SdfgiDebugShaderRD debug;
@@ -209,13 +248,17 @@ private:
enum ProbeDebugMode {
PROBE_DEBUG_PROBES,
+ PROBE_DEBUG_PROBES_MULTIVIEW,
PROBE_DEBUG_VISIBILITY,
+ PROBE_DEBUG_VISIBILITY_MULTIVIEW,
PROBE_DEBUG_MAX
};
- struct DebugProbesPushConstant {
- float projection[16];
+ struct DebugProbesSceneData {
+ float projection[2][16];
+ };
+ struct DebugProbesPushConstant {
uint32_t band_power;
uint32_t sections_in_band;
uint32_t band_mask;
@@ -250,8 +293,6 @@ private:
float cos_spot_angle;
float inv_spot_attenuation;
float radius;
-
- float shadow_color[4];
};
struct DirectLightPushConstant {
@@ -326,14 +367,64 @@ private:
} sdfgi_shader;
public:
+ static GI *get_singleton() { return singleton; }
+
+ /* VOXEL GI API */
+
+ VoxelGI *get_voxel_gi(RID p_rid) { return voxel_gi_owner.get_or_null(p_rid); };
+ bool owns_voxel_gi(RID p_rid) { return voxel_gi_owner.owns(p_rid); };
+
+ virtual RID voxel_gi_allocate() override;
+ virtual void voxel_gi_free(RID p_voxel_gi) override;
+ virtual void voxel_gi_initialize(RID p_voxel_gi) override;
+
+ virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override;
+
+ virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const override;
+ virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override;
+ virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override;
+ virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override;
+ virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override;
+
+ virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override;
+ virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override;
+
+ virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override;
+ virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override;
+
+ virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override;
+ virtual float voxel_gi_get_propagation(RID p_voxel_gi) const override;
+
+ virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) override;
+ virtual float voxel_gi_get_energy(RID p_voxel_gi) const override;
+
+ virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) override;
+ virtual float voxel_gi_get_bias(RID p_voxel_gi) const override;
+
+ virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override;
+ virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const override;
+
+ virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override;
+ virtual bool voxel_gi_is_interior(RID p_voxel_gi) const override;
+
+ virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
+ virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
+
+ virtual uint32_t voxel_gi_get_version(RID p_probe) const override;
+ uint32_t voxel_gi_get_data_version(RID p_probe);
+
+ RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const;
+ RID voxel_gi_get_data_buffer(RID p_voxel_gi) const;
+
+ RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
+
/* VOXEL_GI INSTANCE */
//@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
struct VoxelGIInstance {
// access to our containers
- RendererStorageRD *storage;
- RendererSceneGIRD *gi;
+ GI *gi = nullptr;
RID probe;
RID texture;
@@ -376,14 +467,15 @@ public:
Transform3D transform;
- void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
- void 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 update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
+ void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+ void free_resources();
};
mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
_FORCE_INLINE_ VoxelGIInstance *get_probe_instance(RID p_probe) const {
- return voxel_gi_instance_owner.getornull(p_probe);
+ return voxel_gi_instance_owner.get_or_null(p_probe);
};
_FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) {
@@ -392,7 +484,13 @@ public:
return voxel_gi->texture;
};
- RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_HIGH;
+ bool voxel_gi_instance_owns(RID p_rid) const {
+ return voxel_gi_instance_owner.owns(p_rid);
+ }
+
+ void voxel_gi_instance_free(RID p_rid);
+
+ RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW;
/* SDFGI */
@@ -446,7 +544,8 @@ public:
Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
RID sdf_store_uniform_set;
- RID sdf_direct_light_uniform_set;
+ RID sdf_direct_light_static_uniform_set;
+ RID sdf_direct_light_dynamic_uniform_set;
RID scroll_uniform_set;
RID scroll_occlusion_uniform_set;
RID integrate_uniform_set;
@@ -456,8 +555,7 @@ public:
};
// access to our containers
- RendererStorageRD *storage;
- RendererSceneGIRD *gi;
+ GI *gi = nullptr;
// used for rendering (voxelization)
RID render_albedo;
@@ -495,21 +593,22 @@ public:
float solid_cell_ratio = 0;
uint32_t solid_cell_count = 0;
- RS::EnvironmentSDFGICascades cascade_mode;
+ int num_cascades = 6;
float min_cell_size = 0;
uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
- RID debug_uniform_set;
+ RID debug_uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID debug_probes_scene_data_ubo;
RID debug_probes_uniform_set;
RID cascades_ubo;
bool uses_occlusion = false;
- float bounce_feedback = 0.0;
- bool reads_sky = false;
+ float bounce_feedback = 0.5;
+ bool reads_sky = true;
float energy = 1.0;
float normal_bias = 1.1;
float probe_bias = 1.1;
- RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
+ RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
float y_mult = 1.0;
@@ -518,25 +617,25 @@ public:
int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
RID integrate_sky_uniform_set;
- void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi);
+ void create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi);
void erase();
- void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
+ void update(RID p_env, const Vector3 &p_world_position);
void update_light();
- void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky);
+ void update_probes(RID p_env, RendererRD::SkyRD::Sky *p_sky);
void store_probes();
int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
void update_cascades();
- void debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
- void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
+ void 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);
+ void 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);
void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render);
- void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
+ void render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render);
};
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
- RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
+ RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_30_FRAMES;
RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
float sdfgi_solid_cell_ratio = 0.25;
@@ -563,8 +662,18 @@ public:
RID full_dispatch;
RID full_mask;
- RID uniform_set;
+ /* GI buffers */
+ RID ambient_buffer;
+ RID ambient_slice[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID reflection_buffer;
+ RID reflection_slice[RendererSceneRender::MAX_RENDER_VIEWS];
bool using_half_size_gi = false;
+ uint32_t view_count = 1;
+
+ RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID scene_data_ubo;
+
+ void free();
};
struct SDFGIData {
@@ -602,71 +711,82 @@ public:
};
struct VoxelGIData {
- float xform[16];
- float bounds[3];
- float dynamic_range;
+ float xform[16]; // 64 - 64
- float bias;
- float normal_bias;
- uint32_t blend_ambient;
- uint32_t texture_slot;
+ float bounds[3]; // 12 - 76
+ float dynamic_range; // 4 - 80
- uint32_t pad0;
- uint32_t pad1;
- uint32_t pad2;
- uint32_t mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ uint32_t blend_ambient; // 4 - 92
+ uint32_t mipmaps; // 4 - 96
};
- struct PushConstant {
+ struct SceneData {
+ float inv_projection[2][16];
+ float cam_transform[16];
+ float eye_offset[2][4];
+
int32_t screen_size[2];
- float z_near;
- float z_far;
+ float pad1;
+ float pad2;
+ };
- float proj_info[4];
- float ao_color[3];
+ struct PushConstant {
uint32_t max_voxel_gi_instances;
-
uint32_t high_quality_vct;
uint32_t orthogonal;
- uint32_t pad[2];
+ uint32_t view_index;
- float cam_rotation[12];
+ float proj_info[4];
+
+ float z_near;
+ float z_far;
+ float pad2;
+ float pad3;
};
RID sdfgi_ubo;
+
enum Mode {
MODE_VOXEL_GI,
MODE_SDFGI,
MODE_COMBINED,
- MODE_HALF_RES_VOXEL_GI,
- MODE_HALF_RES_SDFGI,
- MODE_HALF_RES_COMBINED,
MODE_MAX
};
+ enum ShaderSpecializations {
+ SHADER_SPECIALIZATION_HALF_RES = 1 << 0,
+ SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX = 1 << 1,
+ SHADER_SPECIALIZATION_USE_VRS = 1 << 2,
+ SHADER_SPECIALIZATION_VARIATIONS = 8,
+ };
+
RID default_voxel_gi_buffer;
bool half_resolution = false;
GiShaderRD shader;
RID shader_version;
- RID pipelines[MODE_MAX];
+ RID pipelines[SHADER_SPECIALIZATION_VARIATIONS][MODE_MAX];
- RendererSceneGIRD();
- ~RendererSceneGIRD();
+ GI();
+ ~GI();
- void init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky);
+ void init(RendererRD::SkyRD *p_sky);
void free();
- SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
+ SDFGI *create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
void setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render);
- void process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render);
+ void 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);
RID voxel_gi_instance_create(RID p_base);
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform);
bool voxel_gi_needs_update(RID p_probe) const;
- void 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 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 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);
+ void 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);
};
-#endif /* !RENDERING_SERVER_SCENE_GI_RD_H */
+} // namespace RendererRD
+
+#endif // GI_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index da84f615b2..6433a39863 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* renderer_scene_sky_rd.cpp */
+/* sky.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,17 +28,27 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "renderer_scene_sky_rd.h"
+#include "sky.h"
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
-#include "renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/effects/copy_effects.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
+#include "servers/rendering/rendering_server_globals.h"
+
+using namespace RendererRD;
////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
-void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
+void SkyRD::SkyShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
+void SkyRD::SkyShaderData::set_code(const String &p_code) {
//compile
code = p_code;
@@ -46,13 +56,13 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
ubo_size = 0;
uniforms.clear();
- if (code == String()) {
+ if (code.is_empty()) {
return; //just invalid, but no error
}
- ShaderCompilerRD::GeneratedCode gen_code;
- ShaderCompilerRD::IdentifierActions actions;
- actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT;
+ ShaderCompiler::GeneratedCode gen_code;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
uses_time = false;
uses_half_res = false;
@@ -89,7 +99,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
actions.uniforms = &uniforms;
// !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
- RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+ RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
@@ -112,7 +122,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
print_line("\n**light_code:\n" + gen_code.light);
#endif
- scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
+ scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
@@ -137,52 +147,75 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
valid = true;
}
-void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void SkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
} else {
- default_texture_params[p_name] = p_texture;
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
}
-void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- Map<int, StringName> order;
+void SkyRD::SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ HashMap<int, StringName> order;
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
} else {
- order[E->get().order] = E->key();
+ order[E.value.order] = E.key;
}
}
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
- pi.name = E->get();
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
p_param_list->push_back(pi);
}
}
-void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+void SkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
- RendererStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E->get());
- p.info.name = E->key(); //supply name
- p.index = E->get().instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
-bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
+bool SkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
@@ -190,35 +223,31 @@ bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_par
return uniforms[p_param].texture_order >= 0;
}
-bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
+bool SkyRD::SkyShaderData::is_animated() const {
return false;
}
-bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
+bool SkyRD::SkyShaderData::casts_shadows() const {
return false;
}
-Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
+Variant SkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
-RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
- RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {
+ RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
}
-RendererSceneSkyRD::SkyShaderData::SkyShaderData() {
- valid = false;
-}
-
-RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
- RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+SkyRD::SkyShaderData::~SkyShaderData() {
+ RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
ERR_FAIL_COND(!scene_singleton);
//pipeline variants will clear themselves if shader is gone
if (version.is_valid()) {
@@ -229,15 +258,15 @@ RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
////////////////////////////////////////////////////////////////////////////////
// Sky material
-bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
uniform_set_updated = true;
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
}
-RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
+SkyRD::SkyMaterialData::~SkyMaterialData() {
free_parameters_uniform_set(uniform_set);
}
@@ -245,21 +274,21 @@ RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
// Render sky
static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
- p_array[0] = p_basis.elements[0][0];
- p_array[1] = p_basis.elements[1][0];
- p_array[2] = p_basis.elements[2][0];
+ p_array[0] = p_basis.rows[0][0];
+ p_array[1] = p_basis.rows[1][0];
+ p_array[2] = p_basis.rows[2][0];
p_array[3] = 0;
- p_array[4] = p_basis.elements[0][1];
- p_array[5] = p_basis.elements[1][1];
- p_array[6] = p_basis.elements[2][1];
+ p_array[4] = p_basis.rows[0][1];
+ p_array[5] = p_basis.rows[1][1];
+ p_array[6] = p_basis.rows[2][1];
p_array[7] = 0;
- p_array[8] = p_basis.elements[0][2];
- p_array[9] = p_basis.elements[1][2];
- p_array[10] = p_basis.elements[2][2];
+ p_array[8] = p_basis.rows[0][2];
+ p_array[9] = p_basis.rows[1][2];
+ p_array[10] = p_basis.rows[2][2];
p_array[11] = 0;
}
-void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
+void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
SkyPushConstant sky_push_constant;
memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
@@ -288,11 +317,16 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_
// Update uniform sets.
{
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
- if (RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
+ if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
}
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
+ // Fog uniform set can be invalidated before drawing, so validate at draw time
+ if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
+ } else {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, 3);
+ }
}
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
@@ -305,7 +339,7 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_
////////////////////////////////////////////////////////////////////////////////
// ReflectionData
-void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
+void SkyRD::ReflectionData::clear_reflection_data() {
layers.clear();
radiance_base_cubemap = RID();
if (downsampled_radiance_cubemap.is_valid()) {
@@ -316,13 +350,13 @@ void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
coefficient_buffer = RID();
}
-void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
+void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
//recreate radiance and all data
int mipmaps = p_mipmaps;
uint32_t w = p_size, h = p_size;
- EffectsRD *effects = p_storage->get_effects();
+ EffectsRD *effects = RendererCompositorRD::singleton->get_effects();
ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
bool prefer_raster_effects = effects->get_prefer_raster_effects();
@@ -346,10 +380,10 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
}
- layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
+ layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
- mmw = MAX(1, mmw >> 1);
- mmh = MAX(1, mmh >> 1);
+ mmw = MAX(1u, mmw >> 1);
+ mmh = MAX(1u, mmh >> 1);
}
layers.push_back(layer);
@@ -374,37 +408,38 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
}
- layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
+ layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
- mmw = MAX(1, mmw >> 1);
- mmh = MAX(1, mmh >> 1);
+ mmw = MAX(1u, mmw >> 1);
+ mmh = MAX(1u, mmh >> 1);
}
layers.push_back(layer);
}
- radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
+ radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP);
RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
+
RD::TextureFormat tf;
tf.format = p_texture_format;
- tf.width = 64; // Always 64x64
- tf.height = 64;
+ tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME.
+ tf.height = p_low_quality ? 64 : p_size >> 1;
tf.texture_type = RD::TEXTURE_TYPE_CUBE;
tf.array_layers = 6;
- tf.mipmaps = 7;
+ tf.mipmaps = p_low_quality ? 7 : mipmaps - 1;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
{
- uint32_t mmw = 64;
- uint32_t mmh = 64;
- downsampled_layer.mipmaps.resize(7);
+ uint32_t mmw = tf.width;
+ uint32_t mmh = tf.height;
+ downsampled_layer.mipmaps.resize(tf.mipmaps);
for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
mm.size.width = mmw;
mm.size.height = mmh;
- mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
+ mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
if (prefer_raster_effects) {
// we need a framebuffer for each side of our cubemap
@@ -418,26 +453,26 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
}
}
- mmw = MAX(1, mmw >> 1);
- mmh = MAX(1, mmh >> 1);
+ mmw = MAX(1u, mmw >> 1);
+ mmh = MAX(1u, mmh >> 1);
}
}
}
-void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
- EffectsRD *effects = p_storage->get_effects();
- ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
- bool prefer_raster_effects = effects->get_prefer_raster_effects();
+void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
+ RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
+ ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
if (prefer_raster_effects) {
RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
for (int k = 0; k < 6; k++) {
- effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
+ copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
}
for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
for (int k = 0; k < 6; k++) {
- effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
+ copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
}
}
RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
@@ -446,25 +481,26 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererS
RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
for (int i = 0; i < layers.size(); i++) {
for (int k = 0; k < 6; k++) {
- effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
+ copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
}
}
} else {
RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
for (int j = 0; j < layers[0].mipmaps.size(); j++) {
for (int k = 0; k < 6; k++) {
- effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
+ copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
}
}
}
RD::get_singleton()->draw_command_end_label(); // Filter radiance
} else {
- effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
+ copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
- effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
+ copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
}
-
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
Vector<RID> views;
if (p_use_arrays) {
for (int i = 1; i < layers.size(); i++) {
@@ -475,23 +511,37 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererS
views.push_back(layers[0].views[i]);
}
}
-
- effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
+ RD::get_singleton()->draw_command_begin_label("Fast filter radiance");
+ copy_effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
+ RD::get_singleton()->draw_command_end_label(); // Filter radiance
}
}
-void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
- EffectsRD *effects = p_storage->get_effects();
- ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
- bool prefer_raster_effects = effects->get_prefer_raster_effects();
+void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
+ RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
+ ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
if (prefer_raster_effects) {
- // Need to ask clayjohn but p_cube_side is set to 10, looks like in the compute shader we're doing all 6 sides in one call
- // here we need to do them one by one so ignoring p_cube_side
+ if (p_base_layer == 1) {
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
+ for (int k = 0; k < 6; k++) {
+ copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
+ }
+
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ for (int k = 0; k < 6; k++) {
+ copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
+ }
+ }
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
+ }
+
+ RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
if (p_use_arrays) {
for (int k = 0; k < 6; k++) {
- effects->cubemap_roughness_raster(
- radiance_base_cubemap,
+ copy_effects->cubemap_roughness_raster(
+ downsampled_radiance_cubemap,
layers[p_base_layer].mipmaps[0].framebuffers[k],
k,
p_sky_ggx_samples_quality,
@@ -500,8 +550,8 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
}
} else {
for (int k = 0; k < 6; k++) {
- effects->cubemap_roughness_raster(
- layers[0].views[p_base_layer - 1],
+ copy_effects->cubemap_roughness_raster(
+ downsampled_radiance_cubemap,
layers[0].mipmaps[p_base_layer].framebuffers[k],
k,
p_sky_ggx_samples_quality,
@@ -510,12 +560,22 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
}
}
} else {
+ if (p_base_layer == 1) {
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
+ copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
+
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
+ }
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
+ }
+
+ RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
if (p_use_arrays) {
- //render directly to the layers
- effects->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
+ copy_effects->cubemap_roughness(downsampled_radiance_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
} else {
- effects->cubemap_roughness(
- layers[0].views[p_base_layer - 1],
+ copy_effects->cubemap_roughness(
+ downsampled_radiance_cubemap,
layers[0].views[p_base_layer],
p_cube_side,
p_sky_ggx_samples_quality,
@@ -523,12 +583,13 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
layers[0].mipmaps[p_base_layer].size.x);
}
}
+ RD::get_singleton()->draw_command_end_label(); // Filter radiance
}
-void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
- EffectsRD *effects = p_storage->get_effects();
- ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
- bool prefer_raster_effects = effects->get_prefer_raster_effects();
+void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
+ RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
+ ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
for (int i = p_start; i < p_end; i++) {
@@ -538,11 +599,11 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStora
if (prefer_raster_effects) {
for (int k = 0; k < 6; k++) {
RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
- effects->cubemap_downsample_raster(view, framebuffer, k, size);
+ copy_effects->cubemap_downsample_raster(view, framebuffer, k, size);
}
} else {
RID texture = layers[i].views[j + 1];
- effects->cubemap_downsample(view, texture, size);
+ copy_effects->cubemap_downsample(view, texture, size);
}
}
}
@@ -550,9 +611,9 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStora
}
////////////////////////////////////////////////////////////////////////////////
-// RendererSceneSkyRD::Sky
+// SkyRD::Sky
-void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
+void SkyRD::Sky::free() {
if (radiance.is_valid()) {
RD::get_singleton()->free(radiance);
radiance = RID();
@@ -575,11 +636,14 @@ void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
}
if (material.is_valid()) {
- p_storage->free(material);
+ RSG::material_storage->material_free(material);
+ material = RID();
}
}
-RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
+RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+
if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
return texture_uniform_sets[p_version];
}
@@ -589,9 +653,9 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
- u.ids.push_back(radiance);
+ u.append_id(radiance);
} else {
- u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
uniforms.push_back(u);
}
@@ -601,15 +665,15 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu
u.binding = 1; // half res
if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(reflection.layers[0].views[1]);
+ u.append_id(reflection.layers[0].views[1]);
} else {
- u.ids.push_back(half_res_pass);
+ u.append_id(half_res_pass);
}
} else {
if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
} else {
- u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
}
uniforms.push_back(u);
@@ -620,15 +684,15 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu
u.binding = 2; // quarter res
if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(reflection.layers[0].views[2]);
+ u.append_id(reflection.layers[0].views[2]);
} else {
- u.ids.push_back(quarter_res_pass);
+ u.append_id(quarter_res_pass);
}
} else {
if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
} else {
- u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
}
uniforms.push_back(u);
@@ -638,7 +702,7 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu
return texture_uniform_sets[p_version];
}
-bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
+bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {
ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
if (radiance_size == p_radiance_size) {
return false;
@@ -659,7 +723,7 @@ bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
return true;
}
-bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
+bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {
if (mode == p_mode) {
return false;
}
@@ -680,7 +744,7 @@ bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
return true;
}
-bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
+bool SkyRD::Sky::set_material(RID p_material) {
if (material == p_material) {
return false;
}
@@ -689,8 +753,10 @@ bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
return true;
}
-Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
+Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
if (radiance.is_valid()) {
+ RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
+
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
tf.width = p_size.width;
@@ -698,7 +764,7 @@ Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage,
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
- p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
+ copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
RD::get_singleton()->free(rad_tex);
@@ -721,39 +787,39 @@ Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage,
}
////////////////////////////////////////////////////////////////////////////////
-// RendererSceneSkyRD
+// SkyRD
-RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
+RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
SkyShaderData *shader_data = memnew(SkyShaderData);
return shader_data;
}
-RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
+RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {
// !BAS! Why isn't _create_sky_shader_func not just static too?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
};
-RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
+RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
SkyMaterialData *material_data = memnew(SkyMaterialData);
material_data->shader_data = p_shader;
- material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}
-RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
// !BAS! same here, we could just make _create_sky_material_func static?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
};
-RendererSceneSkyRD::RendererSceneSkyRD() {
+SkyRD::SkyRD() {
roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
}
-void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
- storage = p_storage;
+void SkyRD::init() {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
{
// Start with the directional lights for the sky
@@ -789,11 +855,11 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
}
// register our shader funds
- storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
- storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
+ material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
+ material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
{
- ShaderCompilerRD::DefaultIdentifierActions actions;
+ ShaderCompiler::DefaultIdentifierActions actions;
actions.renames["COLOR"] = "color";
actions.renames["ALPHA"] = "alpha";
@@ -801,6 +867,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
actions.renames["POSITION"] = "params.position_multiplier.xyz";
actions.renames["SKY_COORDS"] = "panorama_coords";
actions.renames["SCREEN_UV"] = "uv";
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
actions.renames["TIME"] = "params.time";
actions.renames["PI"] = _MKSTR(Math_PI);
actions.renames["TAU"] = _MKSTR(Math_TAU);
@@ -845,17 +912,17 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
- actions.global_buffer_array_variable = "global_variables.data";
+ actions.global_buffer_array_variable = "global_shader_uniforms.data";
sky_shader.compiler.initialize(actions);
}
{
// default material and shader for sky shader
- sky_shader.default_shader = storage->shader_allocate();
- storage->shader_initialize(sky_shader.default_shader);
+ sky_shader.default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(sky_shader.default_shader);
- storage->shader_set_code(sky_shader.default_shader, R"(
+ material_storage->shader_set_code(sky_shader.default_shader, R"(
// Default sky shader.
shader_type sky;
@@ -865,12 +932,12 @@ void sky() {
}
)");
- sky_shader.default_material = storage->material_allocate();
- storage->material_initialize(sky_shader.default_material);
+ sky_shader.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(sky_shader.default_material);
- storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
+ material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
- SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
+ SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
@@ -878,23 +945,24 @@ void sky() {
Vector<RD::Uniform> uniforms;
{
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 0;
- u.ids.resize(12);
- RID *ids_ptr = u.ids.ptrw();
- ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ Vector<RID> ids;
+ ids.resize(12);
+ RID *ids_ptr = ids.ptrw();
+ ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+
+ RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 0, ids);
+
uniforms.push_back(u);
}
@@ -902,7 +970,7 @@ void sky() {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
- u.ids.push_back(storage->global_variables_get_storage_buffer());
+ u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
uniforms.push_back(u);
}
@@ -910,7 +978,7 @@ void sky() {
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(sky_scene_state.uniform_buffer);
+ u.append_id(sky_scene_state.uniform_buffer);
uniforms.push_back(u);
}
@@ -918,7 +986,7 @@ void sky() {
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(sky_scene_state.directional_light_buffer);
+ u.append_id(sky_scene_state.directional_light_buffer);
uniforms.push_back(u);
}
@@ -931,8 +999,8 @@ void sky() {
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- u.ids.push_back(vfog);
+ RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
+ u.append_id(vfog);
uniforms.push_back(u);
}
@@ -941,10 +1009,10 @@ void sky() {
{
// Need defaults for using fog with clear color
- sky_scene_state.fog_shader = storage->shader_allocate();
- storage->shader_initialize(sky_scene_state.fog_shader);
+ sky_scene_state.fog_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(sky_scene_state.fog_shader);
- storage->shader_set_code(sky_scene_state.fog_shader, R"(
+ material_storage->shader_set_code(sky_scene_state.fog_shader, R"(
// Default clear color sky shader.
shader_type sky;
@@ -955,31 +1023,31 @@ void sky() {
COLOR = clear_color.rgb;
}
)");
- sky_scene_state.fog_material = storage->material_allocate();
- storage->material_initialize(sky_scene_state.fog_material);
+ sky_scene_state.fog_material = material_storage->material_allocate();
+ material_storage->material_initialize(sky_scene_state.fog_material);
- storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
+ material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
@@ -1004,12 +1072,24 @@ void sky() {
}
}
-void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) {
+void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
texture_format = p_texture_format;
}
-RendererSceneSkyRD::~RendererSceneSkyRD() {
- // TODO cleanup anything created in init...
+SkyRD::~SkyRD() {
+ // cleanup anything created in init...
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
+ SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
+ sky_shader.shader.version_free(md->shader_data->version);
+ RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
+ RD::get_singleton()->free(sky_scene_state.uniform_buffer);
+ memdelete_arr(sky_scene_state.directional_lights);
+ memdelete_arr(sky_scene_state.last_frame_directional_lights);
+ material_storage->shader_free(sky_shader.default_shader);
+ material_storage->material_free(sky_shader.default_material);
+ material_storage->shader_free(sky_scene_state.fog_shader);
+ material_storage->material_free(sky_scene_state.fog_material);
if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
RD::get_singleton()->free(sky_scene_state.uniform_set);
@@ -1026,25 +1106,23 @@ RendererSceneSkyRD::~RendererSceneSkyRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
-void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
- ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
+void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+ RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+ ERR_FAIL_COND(p_env.is_null());
SkyMaterialData *material = nullptr;
- Sky *sky = get_sky(p_env->sky);
+ Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
RID sky_material;
SkyShaderData *shader_data = nullptr;
- RS::EnvironmentBG background = p_env->background;
-
- if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
- // !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet.
- ERR_FAIL_COND(!sky);
- sky_material = sky_get_material(p_env->sky);
+ if (sky) {
+ sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1052,7 +1130,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
if (!material) {
sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1060,9 +1138,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
shader_data = material->shader_data;
ERR_FAIL_COND(!shader_data);
- }
- if (sky) {
// Invalidate supbass buffers if screen size changes
if (sky->screen_size != p_screen_size) {
sky->screen_size = p_screen_size;
@@ -1114,15 +1190,67 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
}
if (shader_data->uses_light) {
+ sky_scene_state.ubo.directional_light_count = 0;
+ // Run through the list of lights in the scene and pick out the Directional Lights.
+ // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
+ // after the depth prepass, but this runs before the depth prepass
+ for (int i = 0; i < (int)p_lights.size(); i++) {
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]);
+ if (!li) {
+ continue;
+ }
+ RID base = li->light;
+
+ ERR_CONTINUE(base.is_null());
+
+ RS::LightType type = light_storage->light_get_type(base);
+ if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
+ SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
+ Transform3D light_transform = li->transform;
+ Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
+
+ sky_light_data.direction[0] = world_direction.x;
+ sky_light_data.direction[1] = world_direction.y;
+ sky_light_data.direction[2] = world_direction.z;
+
+ float sign = light_storage->light_is_negative(base) ? -1 : 1;
+ sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+
+ Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
+ sky_light_data.color[0] = linear_col.r;
+ sky_light_data.color[1] = linear_col.g;
+ sky_light_data.color[2] = linear_col.b;
+
+ sky_light_data.enabled = true;
+
+ float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ if (angular_diameter > 0.0) {
+ // I know tan(0) is 0, but let's not risk it with numerical precision.
+ // technically this will keep expanding until reaching the sun, but all we care
+ // is expand until we reach the radius of the near plane (there can't be more occluders than that)
+ angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ } else {
+ angular_diameter = 0.0;
+ }
+ sky_light_data.size = angular_diameter;
+ sky_scene_state.ubo.directional_light_count++;
+ if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
+ break;
+ }
+ }
+ }
// Check whether the directional_light_buffer changes
bool light_data_dirty = false;
+ // Light buffer is dirty if we have fewer or more lights
+ // If we have fewer lights, make sure that old lights are disabled
if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
light_data_dirty = true;
for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
sky_scene_state.directional_lights[i].enabled = false;
}
}
+
if (!light_data_dirty) {
for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
@@ -1171,43 +1299,38 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
} else {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
}
- }
-
- RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
- if (fog_uniform_set != RID()) {
- sky_scene_state.fog_uniform_set = fog_uniform_set;
- } else {
- sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
+ sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
}
}
sky_scene_state.ubo.z_far = p_projection.get_z_far();
- sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
- sky_scene_state.ubo.fog_density = p_env->fog_density;
- sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
- Color fog_color = p_env->fog_light_color.to_linear();
- float fog_energy = p_env->fog_light_energy;
+ sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
+ sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
+ sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);
+ Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear();
+ float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env);
sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
- sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
+ sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env);
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
-void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
- ERR_FAIL_COND(!p_env);
+void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+ ERR_FAIL_COND(p_env.is_null());
- Sky *sky = get_sky(p_env->sky);
+ Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
ERR_FAIL_COND(!sky);
- RID sky_material = sky_get_material(p_env->sky);
+ RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
SkyMaterialData *material = nullptr;
if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1215,7 +1338,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
if (!material) {
sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1224,7 +1347,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
ERR_FAIL_COND(!shader_data);
- float multiplier = p_env->bg_energy;
+ float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
RS::SkyMode sky_mode = sky->mode;
@@ -1269,9 +1392,9 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
Vector3(0, -1, 0)
};
- CameraMatrix cm;
+ Projection cm;
cm.set_perspective(90, 1, 0.01, 10.0);
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
cm = correction * cm;
@@ -1285,7 +1408,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
@@ -1304,7 +1427,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
@@ -1319,7 +1442,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
@@ -1328,22 +1451,22 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::get_singleton()->draw_command_end_label();
if (sky_mode == RS::SKY_MODE_REALTIME) {
- sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
+ sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array);
if (sky_use_cubemap_array) {
- sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
+ sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
}
} else {
if (update_single_frame) {
for (int i = 1; i < max_processing_layer; i++) {
- sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
+ sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
}
if (sky_use_cubemap_array) {
- sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
+ sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
}
} else {
if (sky_use_cubemap_array) {
// Multi-Frame so just update the first array level
- sky->reflection.update_reflection_mipmaps(storage, 0, 1);
+ sky->reflection.update_reflection_mipmaps(0, 1);
}
}
sky->processing_layer = 1;
@@ -1353,10 +1476,10 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
} else {
if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
- sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
+ sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
if (sky_use_cubemap_array) {
- sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
+ sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);
}
sky->processing_layer++;
@@ -1364,26 +1487,26 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
}
}
-void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
- ERR_FAIL_COND(!p_env);
+void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time) {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+ ERR_FAIL_COND(p_env.is_null());
ERR_FAIL_COND(p_view_count == 0);
ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
- Sky *sky = get_sky(p_env->sky);
- ERR_FAIL_COND(!sky);
+ Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
SkyMaterialData *material = nullptr;
RID sky_material;
- RS::EnvironmentBG background = p_env->background;
+ RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
ERR_FAIL_COND(!sky);
- sky_material = sky_get_material(p_env->sky);
+ sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1391,13 +1514,13 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
if (!material) {
sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
}
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_scene_state.fog_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1406,16 +1529,16 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
ERR_FAIL_COND(!shader_data);
- Basis sky_transform = p_env->sky_orientation;
+ Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- float multiplier = p_env->bg_energy;
- float custom_fov = p_env->sky_custom_fov;
+ float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
+ float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
// Camera
- CameraMatrix camera;
+ Projection camera;
uint32_t view_count = p_view_count;
- const CameraMatrix *projections = p_projections;
+ const Projection *projections = p_projections;
if (custom_fov) {
// With custom fov we don't support stereo...
@@ -1429,12 +1552,12 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
projections = &camera;
}
- sky_transform = p_transform.basis * sky_transform;
+ sky_transform = sky_transform * p_transform.basis;
if (shader_data->uses_quarter_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
@@ -1447,7 +1570,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
if (shader_data->uses_half_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
@@ -1461,7 +1584,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
RID texture_uniform_set;
if (sky) {
- texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+ texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
} else {
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
@@ -1471,40 +1594,31 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
RD::get_singleton()->draw_list_end();
}
-void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
- ERR_FAIL_COND(!p_env);
+void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+ ERR_FAIL_COND(p_env.is_null());
ERR_FAIL_COND(p_view_count == 0);
ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
- Sky *sky = get_sky(p_env->sky);
+ Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
ERR_FAIL_COND(!sky);
SkyMaterialData *material = nullptr;
RID sky_material;
- RS::EnvironmentBG background = p_env->background;
-
- if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
- ERR_FAIL_COND(!sky);
- sky_material = sky_get_material(p_env->sky);
-
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
+ sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
- if (!material) {
- sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (sky_material.is_valid()) {
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
}
}
- if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
- sky_material = sky_scene_state.fog_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1513,16 +1627,16 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
ERR_FAIL_COND(!shader_data);
- Basis sky_transform = p_env->sky_orientation;
+ Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- float multiplier = p_env->bg_energy;
- float custom_fov = p_env->sky_custom_fov;
+ float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
+ float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
// Camera
- CameraMatrix camera;
+ Projection camera;
uint32_t view_count = p_view_count;
- const CameraMatrix *projections = p_projections;
+ const Projection *projections = p_projections;
if (custom_fov) {
// With custom fov we don't support stereo...
@@ -1541,7 +1655,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
if (shader_data->uses_quarter_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
@@ -1554,7 +1668,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
if (shader_data->uses_half_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
@@ -1565,26 +1679,26 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
}
}
-void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
- ERR_FAIL_COND(!p_env);
+void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+ ERR_FAIL_COND(p_env.is_null());
ERR_FAIL_COND(p_view_count == 0);
ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
- Sky *sky = get_sky(p_env->sky);
- ERR_FAIL_COND(!sky);
+ Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
SkyMaterialData *material = nullptr;
RID sky_material;
- RS::EnvironmentBG background = p_env->background;
+ RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
ERR_FAIL_COND(!sky);
- sky_material = sky_get_material(p_env->sky);
+ sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1592,13 +1706,13 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
if (!material) {
sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
}
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_scene_state.fog_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1607,16 +1721,16 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
ERR_FAIL_COND(!shader_data);
- Basis sky_transform = p_env->sky_orientation;
+ Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- float multiplier = p_env->bg_energy;
- float custom_fov = p_env->sky_custom_fov;
+ float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
+ float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
// Camera
- CameraMatrix camera;
+ Projection camera;
uint32_t view_count = p_view_count;
- const CameraMatrix *projections = p_projections;
+ const Projection *projections = p_projections;
if (custom_fov) {
// With custom fov we don't support stereo...
@@ -1636,7 +1750,7 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
RID texture_uniform_set;
if (sky) {
- texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+ texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
} else {
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
@@ -1644,7 +1758,7 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
_render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
}
-void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
+void SkyRD::invalidate_sky(Sky *p_sky) {
if (!p_sky->dirty) {
p_sky->dirty = true;
p_sky->dirty_list = dirty_sky_list;
@@ -1652,7 +1766,7 @@ void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
}
}
-void RendererSceneSkyRD::update_dirty_skys() {
+void SkyRD::update_dirty_skys() {
Sky *sky = dirty_sky_list;
while (sky) {
@@ -1684,7 +1798,7 @@ void RendererSceneSkyRD::update_dirty_skys() {
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
- sky->reflection.update_reflection_data(storage, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
+ sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
} else {
//regular cubemap, lower quality (aliasing, less memory)
@@ -1699,7 +1813,7 @@ void RendererSceneSkyRD::update_dirty_skys() {
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
- sky->reflection.update_reflection_data(storage, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
+ sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
}
texture_set_dirty = true;
}
@@ -1756,34 +1870,34 @@ void RendererSceneSkyRD::update_dirty_skys() {
dirty_sky_list = nullptr;
}
-RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
+RID SkyRD::sky_get_material(RID p_sky) const {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND_V(!sky, RID());
return sky->material;
}
-RID RendererSceneSkyRD::allocate_sky_rid() {
+RID SkyRD::allocate_sky_rid() {
return sky_owner.allocate_rid();
}
-void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
+void SkyRD::initialize_sky_rid(RID p_rid) {
sky_owner.initialize_rid(p_rid, Sky());
}
-RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
- return sky_owner.getornull(p_sky);
+SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {
+ return sky_owner.get_or_null(p_sky);
}
-void RendererSceneSkyRD::free_sky(RID p_sky) {
+void SkyRD::free_sky(RID p_sky) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
- sky->free(storage);
+ sky->free();
sky_owner.free(p_sky);
}
-void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
@@ -1792,7 +1906,7 @@ void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
}
}
-void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
@@ -1801,7 +1915,7 @@ void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
}
}
-void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
+void SkyRD::sky_set_material(RID p_sky, RID p_material) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
@@ -1810,16 +1924,16 @@ void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
}
}
-Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
+Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND_V(!sky, Ref<Image>());
update_dirty_skys();
- return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
+ return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
}
-RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
+RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND_V(!sky, RID());
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/environment/sky.h
index 7f563c9bc4..080165c112 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/environment/sky.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* renderer_scene_sky_rd.h */
+/* sky.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,21 +28,24 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_SKY_RD_H
-#define RENDERING_SERVER_SCENE_SKY_RD_H
+#ifndef SKY_RD_H
+#define SKY_RD_H
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
-#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
-#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/environment/sky.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/shader_compiler.h"
// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
class RendererSceneRenderRD;
-class RendererSceneSkyRD {
+namespace RendererRD {
+
+class SkyRD {
public:
enum SkySet {
SKY_SET_UNIFORMS,
@@ -63,7 +66,6 @@ public:
};
private:
- RendererStorageRD *storage;
RD::DataFormat texture_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
RID index_buffer;
@@ -105,41 +107,43 @@ private:
// 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
};
- struct SkyShaderData : public RendererStorageRD::ShaderData {
- bool valid;
+ struct SkyShaderData : public RendererRD::MaterialStorage::ShaderData {
+ bool valid = false;
RID version;
PipelineCacheRD pipelines[SKY_VERSION_MAX];
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
+ uint32_t ubo_size = 0;
String path;
String code;
- Map<StringName, RID> default_texture_params;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
- bool uses_time;
- bool uses_position;
- bool uses_half_res;
- bool uses_quarter_res;
- bool uses_light;
+ bool uses_time = false;
+ bool uses_position = false;
+ bool uses_half_res = false;
+ bool uses_quarter_res = false;
+ bool uses_light = false;
virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+ virtual void set_path_hint(const String &p_hint);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
- SkyShaderData();
+
+ SkyShaderData() {}
virtual ~SkyShaderData();
};
- void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier);
+ void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier);
public:
struct SkySceneState {
@@ -162,8 +166,8 @@ public:
UBO ubo;
- SkyDirectionalLightData *directional_lights;
- SkyDirectionalLightData *last_frame_directional_lights;
+ SkyDirectionalLightData *directional_lights = nullptr;
+ SkyDirectionalLightData *last_frame_directional_lights = nullptr;
uint32_t max_directional_lights;
uint32_t last_frame_directional_light_count;
RID directional_light_buffer;
@@ -210,32 +214,31 @@ public:
Vector<Layer> layers;
void clear_reflection_data();
- void update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format);
- void create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays);
- void create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality);
- void update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end);
+ void update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format);
+ void create_reflection_fast_filter(bool p_use_arrays);
+ void create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality);
+ void update_reflection_mipmaps(int p_start, int p_end);
};
/* Sky shader */
struct SkyShader {
SkyShaderRD shader;
- ShaderCompilerRD compiler;
+ ShaderCompiler compiler;
RID default_shader;
RID default_material;
RID default_shader_rd;
} sky_shader;
- struct SkyMaterialData : public RendererStorageRD::MaterialData {
- uint64_t last_frame;
- SkyShaderData *shader_data;
+ struct SkyMaterialData : public RendererRD::MaterialStorage::MaterialData {
+ SkyShaderData *shader_data = nullptr;
RID uniform_set;
bool uniform_set_updated;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
- virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~SkyMaterialData();
};
@@ -263,17 +266,17 @@ public:
Sky *dirty_list = nullptr;
//State to track when radiance cubemap needs updating
- SkyMaterialData *prev_material;
+ SkyMaterialData *prev_material = nullptr;
Vector3 prev_position;
float prev_time;
- void free(RendererStorageRD *p_storage);
+ void free();
- RID get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd);
+ RID get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd);
bool set_radiance_size(int p_radiance_size);
bool set_mode(RS::SkyMode p_mode);
bool set_material(RID p_material);
- Ref<Image> bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size);
+ Ref<Image> bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size);
};
uint32_t sky_ggx_samples_quality;
@@ -282,22 +285,22 @@ public:
mutable RID_Owner<Sky, true> sky_owner;
int roughness_layers;
- RendererStorageRD::ShaderData *_create_sky_shader_func();
- static RendererStorageRD::ShaderData *_create_sky_shader_funcs();
+ RendererRD::MaterialStorage::ShaderData *_create_sky_shader_func();
+ static RendererRD::MaterialStorage::ShaderData *_create_sky_shader_funcs();
- RendererStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
- static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader);
+ RendererRD::MaterialStorage::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
+ static RendererRD::MaterialStorage::MaterialData *_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
- RendererSceneSkyRD();
- void init(RendererStorageRD *p_storage);
+ SkyRD();
+ void init();
void set_texture_format(RD::DataFormat p_texture_format);
- ~RendererSceneSkyRD();
+ ~SkyRD();
- void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
- void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
- void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
- void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
- void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
+ void update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
+ void update_res_buffers(RID p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
void invalidate_sky(Sky *p_sky);
void update_dirty_skys();
@@ -316,4 +319,6 @@ public:
RID sky_get_radiance_texture_rd(RID p_sky) const;
};
-#endif /* RENDERING_SERVER_SCENE_SKY_RD_H */
+} // namespace RendererRD
+
+#endif // SKY_RD_H
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 611f7c6494..8754e90647 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,6 +30,12 @@
#include "render_forward_clustered.h"
#include "core/config/project_settings.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_server_default.h"
@@ -43,6 +49,13 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
if (!specular.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ if (view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.array_layers = view_count;
+ } else {
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ }
tf.width = width;
tf.height = height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
@@ -53,21 +66,20 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
}
specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ if (view_count == 1) {
+ specular_views[0] = specular;
+ } else {
+ for (uint32_t v = 0; v < view_count; v++) {
+ specular_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), specular, v, 0);
+ }
+ }
if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
{
Vector<RID> fb;
- fb.push_back(color);
- fb.push_back(specular);
- fb.push_back(depth);
-
- color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
- }
- {
- Vector<RID> fb;
fb.push_back(specular);
- specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
+ specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count);
}
} else {
@@ -75,27 +87,55 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
- {
- Vector<RID> fb;
- fb.push_back(color_msaa);
- fb.push_back(specular_msaa);
- fb.push_back(depth_msaa);
-
- color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
+ if (view_count == 1) {
+ specular_msaa_views[0] = specular_msaa;
+ } else {
+ for (uint32_t v = 0; v < view_count; v++) {
+ specular_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), specular_msaa, v, 0);
+ }
}
+
{
Vector<RID> fb;
fb.push_back(specular_msaa);
- specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
+ specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count);
}
}
}
}
+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;
+ if (view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.array_layers = view_count;
+ } else {
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ }
tf.format = RD::DATA_FORMAT_R8G8_UINT;
tf.width = width;
tf.height = height;
@@ -106,6 +146,14 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi()
tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tf_aa.samples = texture_samples;
voxelgi_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
+
+ if (view_count == 1) {
+ voxelgi_msaa_views[0] = voxelgi_buffer_msaa;
+ } else {
+ for (uint32_t v = 0; v < view_count; v++) {
+ voxelgi_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), voxelgi_buffer_msaa, v, 0);
+ }
+ }
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
@@ -114,6 +162,14 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi()
voxelgi_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ if (view_count == 1) {
+ voxelgi_views[0] = voxelgi_buffer;
+ } else {
+ for (uint32_t v = 0; v < view_count; v++) {
+ voxelgi_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), voxelgi_buffer, v, 0);
+ }
+ }
+
Vector<RID> fb;
if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
fb.push_back(depth_msaa);
@@ -125,11 +181,26 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi()
fb.push_back(voxelgi_buffer);
}
- depth_normal_roughness_voxelgi_fb = RD::get_singleton()->framebuffer_create(fb);
+ depth_normal_roughness_voxelgi_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count);
}
}
void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
+ // note, slices are freed automatically when the parent texture is freed so we just clear them.
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ color_views[v] = RID();
+ depth_views[v] = RID();
+ specular_views[v] = RID();
+ specular_msaa_views[v] = RID();
+ color_msaa_views[v] = RID();
+ depth_msaa_views[v] = RID();
+ normal_roughness_views[v] = RID();
+ normal_roughness_msaa_views[v] = RID();
+ voxelgi_views[v] = RID();
+ voxelgi_msaa_views[v] = RID();
+ vrs_views[v] = RID();
+ }
+
if (voxelgi_buffer != RID()) {
RD::get_singleton()->free(voxelgi_buffer);
voxelgi_buffer = RID();
@@ -162,68 +233,100 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
}
color = RID();
+ color_only_fb = RID();
depth = RID();
- color_specular_fb = RID();
- specular_only_fb = RID();
- color_fb = RID();
depth_fb = RID();
+ color_framebuffers.clear(); // Color pass framebuffers are freed automatically by their dependency relations
+
if (normal_roughness_buffer.is_valid()) {
RD::get_singleton()->free(normal_roughness_buffer);
+ normal_roughness_buffer = RID();
+
if (normal_roughness_buffer_msaa.is_valid()) {
RD::get_singleton()->free(normal_roughness_buffer_msaa);
normal_roughness_buffer_msaa = RID();
}
- normal_roughness_buffer = RID();
+
depth_normal_roughness_fb = RID();
}
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, RID p_vrs_texture) {
clear();
- ERR_FAIL_COND_MSG(p_view_count != 1, "Multiple views is currently not supported in this renderer, please use the mobile renderer for VR support");
-
msaa = p_msaa;
+ use_taa = p_use_taa;
+ vrs = p_vrs_texture;
width = p_width;
height = p_height;
+ view_count = p_view_count;
color = p_color_buffer;
depth = p_depth_buffer;
+ if (vrs.is_valid()) {
+ if (view_count == 1) {
+ // just reuse
+ vrs_views[0] = vrs;
+ } else {
+ // create slices
+ for (uint32_t v = 0; v < view_count; v++) {
+ vrs_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), vrs, v, 0);
+ }
+ }
+ }
+
if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
{
Vector<RID> fb;
fb.push_back(p_color_buffer);
fb.push_back(depth);
+ if (vrs.is_valid()) {
+ fb.push_back(vrs);
+ }
- color_fb = RD::get_singleton()->framebuffer_create(fb);
+ color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
}
{
Vector<RID> fb;
fb.push_back(depth);
- depth_fb = RD::get_singleton()->framebuffer_create(fb);
+ depth_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
}
} else {
RD::TextureFormat tf;
+ if (view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ } else {
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ }
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = p_width;
tf.height = p_height;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = view_count; // create a layer for every view
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
+ const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
RD::TEXTURE_SAMPLES_1,
RD::TEXTURE_SAMPLES_2,
RD::TEXTURE_SAMPLES_4,
RD::TEXTURE_SAMPLES_8,
- RD::TEXTURE_SAMPLES_16
};
texture_samples = ts[p_msaa];
@@ -231,28 +334,85 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c
color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ if (view_count == 1) {
+ // just reuse
+ color_views[0] = color;
+ depth_views[0] = depth;
+ color_msaa_views[0] = color_msaa;
+ depth_msaa_views[0] = depth_msaa;
+ } else {
+ // create slices
+ for (uint32_t v = 0; v < view_count; v++) {
+ color_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), color, v, 0);
+ depth_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), depth, v, 0);
+ color_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), color_msaa, v, 0);
+ depth_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), depth_msaa, v, 0);
+ }
+ }
+
{
Vector<RID> fb;
fb.push_back(color_msaa);
fb.push_back(depth_msaa);
+ if (vrs.is_valid()) {
+ fb.push_back(vrs);
+ }
- color_fb = RD::get_singleton()->framebuffer_create(fb);
+ color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
}
{
Vector<RID> fb;
fb.push_back(depth_msaa);
- depth_fb = RD::get_singleton()->framebuffer_create(fb);
+ depth_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
}
}
}
+RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_pass_fb(uint32_t p_color_pass_flags) {
+ if (color_framebuffers.has(p_color_pass_flags)) {
+ return color_framebuffers[p_color_pass_flags];
+ }
+
+ bool use_msaa = msaa != RS::VIEWPORT_MSAA_DISABLED;
+
+ Vector<RID> fb;
+ fb.push_back(use_msaa ? color_msaa : color);
+
+ if (p_color_pass_flags & COLOR_PASS_FLAG_SEPARATE_SPECULAR) {
+ ensure_specular();
+ fb.push_back(use_msaa ? specular_msaa : specular);
+ } else {
+ 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);
+
+ if (vrs.is_valid()) {
+ fb.push_back(vrs);
+ }
+
+ int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? view_count : 1;
+ RID framebuffer = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, v_count);
+ color_framebuffers[p_color_pass_flags] = framebuffer;
+ return framebuffer;
+}
+
void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb) {
+ ERR_FAIL_COND_MSG(rb->view_count > 2, "Only support up to two views for roughness texture");
+
if (rb->normal_roughness_buffer.is_valid()) {
return;
}
@@ -261,10 +421,17 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData
tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tf.width = rb->width;
tf.height = rb->height;
+ if (rb->view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.array_layers = rb->view_count;
+ } else {
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ }
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
@@ -275,16 +442,30 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData
Vector<RID> fb;
fb.push_back(rb->depth);
fb.push_back(rb->normal_roughness_buffer);
- rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
+ rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
} else {
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
tf.samples = rb->texture_samples;
rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
fb.push_back(rb->depth_msaa);
fb.push_back(rb->normal_roughness_buffer_msaa);
- rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
+ rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
+ }
+
+ if (rb->view_count == 1) {
+ rb->normal_roughness_views[0] = rb->normal_roughness_buffer;
+ if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ rb->normal_roughness_msaa_views[0] = rb->normal_roughness_buffer_msaa;
+ }
+ } else {
+ for (uint32_t v = 0; v < rb->view_count; v++) {
+ rb->normal_roughness_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->normal_roughness_buffer, v, 0);
+ if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ rb->normal_roughness_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->normal_roughness_buffer_msaa, v, 0);
+ }
+ }
}
}
@@ -301,8 +482,9 @@ bool RenderForwardClustered::free(RID p_rid) {
/// RENDERING ///
-template <RenderForwardClustered::PassMode p_pass_mode>
+template <RenderForwardClustered::PassMode p_pass_mode, uint32_t p_color_pass_flags>
void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
RD::DrawListID draw_list = p_draw_list;
RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
@@ -329,10 +511,20 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
push_constant.uv_offset = 0;
}
+ bool should_request_redraw = false;
+
for (uint32_t i = p_from_element; i < p_to_element; i++) {
const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
const RenderElementInfo &element_info = p_params->element_info[i];
+ if ((p_pass_mode == PASS_MODE_COLOR && !(p_color_pass_flags & COLOR_PASS_FLAG_TRANSPARENT)) && !(surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ continue; // Objects with "Depth-prepass" transparency are included in both render lists, but should only be rendered in the transparent pass
+ }
+
+ if (surf->owner->instance_count == 0) {
+ continue;
+ }
+
push_constant.base_index = i + p_params->element_offset;
RID material_uniform_set;
@@ -366,6 +558,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
continue;
}
+ //request a redraw if one of the shaders uses TIME
+ if (shader->uses_time) {
+ should_request_redraw = true;
+ }
+
//find cull variant
SceneShaderForwardClustered::ShaderData::CullVariant cull_variant;
@@ -382,11 +579,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
RS::PrimitiveType primitive = surf->primitive;
RID xforms_uniform_set = surf->owner->transforms_uniform_set;
- SceneShaderForwardClustered::ShaderVersion shader_version = SceneShaderForwardClustered::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
-
+ SceneShaderForwardClustered::PipelineVersion pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
+ uint32_t pipeline_color_pass_flags = 0;
uint32_t pipeline_specialization = 0;
- if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_SPECULAR) {
+ if (p_pass_mode == PASS_MODE_COLOR) {
if (element_info.uses_softshadow) {
pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_SOFT_SHADOWS;
}
@@ -400,48 +597,65 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
}
switch (p_pass_mode) {
- case PASS_MODE_COLOR:
- case PASS_MODE_COLOR_TRANSPARENT: {
+ case PASS_MODE_COLOR: {
if (element_info.uses_lightmap) {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS;
+ pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_LIGHTMAP;
} else {
if (element_info.uses_forward_gi) {
pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_FORWARD_GI;
}
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS;
}
- } break;
- case PASS_MODE_COLOR_SPECULAR: {
- if (element_info.uses_lightmap) {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
- } else {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+
+ if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_SEPARATE_SPECULAR) != 0) {
+ 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;
+ }
+
+ if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) != 0) {
+ pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_MULTIVIEW;
+ }
+
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_COLOR_PASS;
} break;
case PASS_MODE_SHADOW:
case PASS_MODE_DEPTH: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS;
+ pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS;
} break;
case PASS_MODE_SHADOW_DP: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_DP;
+ ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for shadow DP pass");
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_DP;
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
+ pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI;
+ pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI;
} break;
case PASS_MODE_DEPTH_MATERIAL: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
+ ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for material pass");
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL;
} break;
case PASS_MODE_SDF: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_SDF;
+ // Note, SDF is prepared in world space, this shouldn't be a multiview buffer even when stereoscopic rendering is used.
+ ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for SDF pass");
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_SDF;
} break;
}
PipelineCacheRD *pipeline = nullptr;
- pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
+ if constexpr (p_pass_mode == PASS_MODE_COLOR) {
+ pipeline = &shader->color_pipelines[cull_variant][primitive][pipeline_color_pass_flags];
+ } else {
+ pipeline = &shader->pipelines[cull_variant][primitive][pipeline_version];
+ }
RD::VertexFormatID vertex_format = -1;
RID vertex_array_rd;
@@ -449,12 +663,12 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
//skeleton and blend shape
if (surf->owner->mesh_instance.is_valid()) {
- storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
} else {
- storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
}
- index_array_rd = storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
+ index_array_rd = mesh_storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
if (prev_vertex_array_rd != vertex_array_rd) {
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
@@ -484,7 +698,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
if (material_uniform_set != prev_material_uniform_set) {
// Update uniform set.
- if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
+ if (material_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
}
@@ -501,20 +715,39 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count);
i += element_info.repeat - 1; //skip equal elements
}
+
+ // Make the actual redraw request
+ if (should_request_redraw) {
+ RenderingServerDefault::redraw_request();
+ }
}
void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
//use template for faster performance (pass mode comparisons are inlined)
switch (p_params->pass_mode) {
+#define VALID_FLAG_COMBINATION(f) \
+ case f: { \
+ _render_list_template<PASS_MODE_COLOR, f>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); \
+ } break;
+
case PASS_MODE_COLOR: {
- _render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
- } break;
- case PASS_MODE_COLOR_SPECULAR: {
- _render_list_template<PASS_MODE_COLOR_SPECULAR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
- } break;
- case PASS_MODE_COLOR_TRANSPARENT: {
- _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ 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_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));
+ }
+ }
+
} break;
case PASS_MODE_SHADOW: {
_render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
@@ -542,7 +775,7 @@ void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_lis
void RenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
uint32_t render_total = p_params->element_count;
- uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
uint32_t render_from = p_thread * render_total / total_threads;
uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
@@ -554,9 +787,10 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p
if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardClustered::_render_list_thread_function, p_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardClustered::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardClusteredRenderList"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
RD::get_singleton()->draw_list_end(p_params->barrier);
} else {
//single threaded
@@ -567,27 +801,42 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p
}
void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
- //CameraMatrix projection = p_render_data->cam_projection;
+ //Projection projection = p_render_data->cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(p_flip_y);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ correction.add_jitter_offset(p_render_data->taa_jitter);
+ Projection projection = correction * p_render_data->cam_projection;
//store camera into ubo
- RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
- RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
+ RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
+ RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
+
+ for (uint32_t v = 0; v < p_render_data->view_count; v++) {
+ projection = correction * p_render_data->view_projection[v];
+ RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+
+ scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
+ scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
+ scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
+ scene_state.ubo.eye_offset[v][3] = 0.0;
+ }
+
+ 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;
scene_state.ubo.pancake_shadows = p_pancake_shadows;
- RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
@@ -620,7 +869,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.fog_enabled = false;
if (p_render_data->render_buffers.is_valid()) {
- RenderBufferDataForwardClustered *render_buffers = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
+ RenderBufferDataForwardClustered *render_buffers = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers));
if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
scene_state.ubo.gi_upscale_for_msaa = true;
}
@@ -642,61 +891,7 @@ 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;
@@ -705,7 +900,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.ambient_light_color_energy[3] = 1.0;
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
- scene_state.ubo.ssao_enabled = false;
+ scene_state.ubo.ss_effects_flags = 0;
} else if (is_environment(p_render_data->environment)) {
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
@@ -719,7 +914,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
//ambient
if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
- color = color.to_linear();
+ color = color.srgb_to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
@@ -728,15 +923,15 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.use_ambient_cubemap = false;
} else {
float energy = environment_get_ambient_light_energy(p_render_data->environment);
- Color color = environment_get_ambient_light_color(p_render_data->environment);
- color = color.to_linear();
+ Color color = environment_get_ambient_light(p_render_data->environment);
+ color = color.srgb_to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
Basis sky_transform = environment_get_sky_orientation(p_render_data->environment);
sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
- RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
+ RendererRD::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
@@ -750,26 +945,22 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.use_reflection_cubemap = false;
}
- scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment);
- scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment);
- scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment);
-
- Color ao_color = environment_get_ao_color(p_render_data->environment).to_linear();
- scene_state.ubo.ao_color[0] = ao_color.r;
- scene_state.ubo.ao_color[1] = ao_color.g;
- scene_state.ubo.ao_color[2] = ao_color.b;
- scene_state.ubo.ao_color[3] = ao_color.a;
+ scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_channel_affect(p_render_data->environment);
+ scene_state.ubo.ssao_light_affect = environment_get_ssao_direct_light_affect(p_render_data->environment);
+ uint32_t ss_flags = 0;
+ if (p_opaque_render_buffers) {
+ ss_flags |= environment_get_ssao_enabled(p_render_data->environment) ? 1 : 0;
+ ss_flags |= environment_get_ssil_enabled(p_render_data->environment) ? 2 : 0;
+ }
+ scene_state.ubo.ss_effects_flags = ss_flags;
- scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment);
+ scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment);
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
- if (scene_state.ubo.fog_height_density >= 0.0001) {
- scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
- }
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
- Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
+ Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
float fog_energy = environment_get_fog_light_energy(p_render_data->environment);
scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
@@ -779,12 +970,12 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment);
} else {
- if (p_render_data->reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ if (p_render_data->reflection_probe.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
scene_state.ubo.use_ambient_light = false;
} else {
scene_state.ubo.use_ambient_light = true;
Color clear_color = p_default_bg_color;
- clear_color = clear_color.to_linear();
+ clear_color = clear_color.srgb_to_linear();
scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
@@ -793,22 +984,48 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
- scene_state.ubo.ssao_enabled = false;
+ scene_state.ubo.ss_effects_flags = 0;
}
scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
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));
+
+ Projection prev_correction;
+ prev_correction.set_depth_correction(true);
+ prev_correction.add_jitter_offset(p_render_data->prev_taa_jitter);
+ Projection prev_projection = prev_correction * p_render_data->prev_cam_projection;
+
+ //store camera into ubo
+ RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix);
+ RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->prev_cam_transform, scene_state.prev_ubo.inv_view_matrix);
+ RendererRD::MaterialStorage::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];
+ RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix_view[v]);
+ RendererRD::MaterialStorage::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);
- render_pass_uniform_sets.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) {
@@ -834,6 +1051,7 @@ 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++) {
@@ -842,16 +1060,23 @@ 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);
+ RendererRD::MaterialStorage::store_transform(inst->transform, instance_data.transform);
+ RendererRD::MaterialStorage::store_transform(inst->prev_transform, instance_data.prev_transform);
} else {
- RendererStorageRD::store_transform(Transform3D(), instance_data.transform);
+ RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.transform);
+ RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.prev_transform);
}
instance_data.flags = inst->flags_cache;
instance_data.gi_offset = inst->gi_offset_cache;
instance_data.layer_mask = inst->layer_mask;
- instance_data.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
+ instance_data.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset);
instance_data.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
instance_data.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
@@ -906,6 +1131,8 @@ _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primit
return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
}
void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi, bool p_using_opaque_gi, bool p_append) {
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+
if (p_render_list == RENDER_LIST_OPAQUE) {
scene_state.used_sss = false;
scene_state.used_screen_texture = false;
@@ -914,7 +1141,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
}
uint32_t lightmap_captures_used = 0;
- Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ Plane near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
near_plane.d += p_render_data->cam_projection.get_z_near();
float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
@@ -944,10 +1171,24 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
}
bool uses_lightmap = false;
bool uses_gi = false;
+ float fade_alpha = 1.0;
+
+ if (inst->fade_near || inst->fade_far) {
+ float fade_dist = inst->transform.origin.distance_to(p_render_data->cam_transform.origin);
+ // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
+ if (inst->fade_far && fade_dist > inst->fade_far_begin) {
+ fade_alpha = Math::smoothstep(0.0f, 1.0f, 1.0f - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin));
+ } else if (inst->fade_near && fade_dist < inst->fade_near_end) {
+ fade_alpha = Math::smoothstep(0.0f, 1.0f, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin));
+ }
+ }
- if (p_render_list == RENDER_LIST_OPAQUE) {
- //setup GI
+ fade_alpha *= inst->force_alpha * inst->parent_fade_alpha;
+ flags = (flags & ~INSTANCE_DATA_FLAGS_FADE_MASK) | (uint32_t(fade_alpha * 255.0) << INSTANCE_DATA_FLAGS_FADE_SHIFT);
+
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ // Setup GI
if (inst->lightmap_instance.is_valid()) {
int32_t lightmap_cull_index = -1;
for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
@@ -1028,7 +1269,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
// LOD
- if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
+ if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
//lod
Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
@@ -1047,8 +1288,12 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
distance = -distance_max;
}
+ if (p_render_data->cam_orthogonal) {
+ distance = 1.0;
+ }
+
uint32_t indices;
- surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices);
+ surf->sort.lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices);
if (p_render_data->render_info) {
indices = _indices_to_primitives(surf->primitive, indices);
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
@@ -1060,13 +1305,13 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
} else {
surf->sort.lod_index = 0;
if (p_render_data->render_info) {
- uint32_t to_draw = storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
to_draw = _indices_to_primitives(surf->primitive, to_draw);
to_draw *= inst->instance_count;
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
- p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
} else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
- p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
}
}
}
@@ -1078,6 +1323,11 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
#else
bool force_alpha = false;
#endif
+
+ if (fade_alpha < 0.999) {
+ force_alpha = true;
+ }
+
if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) {
rl->add_element(surf);
}
@@ -1144,9 +1394,9 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps
Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
- RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
scene_state.lightmap_ids[i] = p_lightmaps[i];
- scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
+ scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap);
scene_state.lightmaps_used++;
}
@@ -1156,14 +1406,11 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps
}
void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) {
- ERR_FAIL_COND_MSG(p_render_data->view_count != 1, "Multiview is currently not supported in the clustered renderer. Please use the mobile renderer for VR.");
-
RenderBufferDataForwardClustered *render_buffer = nullptr;
if (p_render_data->render_buffers.is_valid()) {
- render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
+ render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers));
}
- RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment);
- static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
+ static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 };
//first of all, make a new render pass
//fill up ubo
@@ -1171,55 +1418,51 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RENDER_TIMESTAMP("Setup 3D Scene");
//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
-
- Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents();
- scene_state.ubo.viewport_size[0] = vp_he.x;
- scene_state.ubo.viewport_size[1] = vp_he.y;
scene_state.ubo.directional_light_count = 0;
+ scene_state.ubo.opaque_prepass_threshold = 0.99f;
Size2i screen_size;
- RID opaque_framebuffer;
- RID opaque_specular_framebuffer;
+ RID color_framebuffer;
+ RID color_only_framebuffer;
RID depth_framebuffer;
- RID alpha_framebuffer;
PassMode depth_pass_mode = PASS_MODE_DEPTH;
+ uint32_t color_pass_flags = 0;
Vector<Color> depth_pass_clear;
bool using_separate_specular = false;
bool using_ssr = false;
bool using_sdfgi = false;
bool using_voxelgi = false;
bool reverse_cull = false;
+ bool using_ssil = p_render_data->environment.is_valid() && environment_get_ssil_enabled(p_render_data->environment);
if (render_buffer) {
screen_size.x = render_buffer->width;
screen_size.y = render_buffer->height;
- opaque_framebuffer = render_buffer->color_fb;
+ 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;
}
- if (!p_render_data->environment.is_valid() && using_voxelgi) {
+ if (p_render_data->environment.is_null() && using_voxelgi) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI;
-
- } else if (p_render_data->environment.is_valid() && (environment_is_ssr_enabled(p_render_data->environment) || environment_is_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) {
- if (environment_is_sdfgi_enabled(p_render_data->environment)) {
+ } else if (p_render_data->environment.is_valid() && (environment_get_ssr_enabled(p_render_data->environment) || environment_get_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) {
+ if (environment_get_sdfgi_enabled(p_render_data->environment)) {
depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also voxelgi
using_sdfgi = true;
} else {
depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
-
- if (environment_is_ssr_enabled(p_render_data->environment)) {
- render_buffer->ensure_specular();
+ if (environment_get_ssr_enabled(p_render_data->environment)) {
using_separate_specular = true;
using_ssr = true;
- opaque_specular_framebuffer = render_buffer->color_specular_fb;
+ color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR;
}
-
- } else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
+ } else if (p_render_data->environment.is_valid() && (environment_get_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
@@ -1243,19 +1486,23 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
};
}
- alpha_framebuffer = opaque_framebuffer;
+ if (p_render_data->view_count > 1) {
+ color_pass_flags |= COLOR_PASS_FLAG_MULTIVIEW;
+ }
+
+ color_framebuffer = render_buffer->get_color_pass_fb(color_pass_flags);
+ color_only_framebuffer = render_buffer->color_only_fb;
} else if (p_render_data->reflection_probe.is_valid()) {
uint32_t resolution = reflection_probe_instance_get_resolution(p_render_data->reflection_probe);
screen_size.x = resolution;
screen_size.y = resolution;
- opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
+ color_framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
+ color_only_framebuffer = color_framebuffer;
depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
- alpha_framebuffer = opaque_framebuffer;
- if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ if (RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
p_render_data->environment = RID(); //no environment on interiors
- env = nullptr;
}
reverse_cull = true; // for some reason our views are inverted
@@ -1263,6 +1510,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
ERR_FAIL(); //bug?
}
+ scene_state.ubo.viewport_size[0] = screen_size.x;
+ scene_state.ubo.viewport_size[1] = screen_size.y;
+
RD::get_singleton()->draw_command_begin_label("Render Setup");
_setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform);
@@ -1281,11 +1531,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
- if (using_sss) {
+ if (using_sss && !using_separate_specular) {
using_separate_specular = true;
- render_buffer->ensure_specular();
- using_separate_specular = true;
- opaque_specular_framebuffer = render_buffer->color_specular_fb;
+ color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR;
+ color_framebuffer = render_buffer->get_color_pass_fb(color_pass_flags);
}
RID radiance_texture;
bool draw_sky = false;
@@ -1305,9 +1554,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
- if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
+ if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
- storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
}
} break;
case RS::ENV_BG_COLOR: {
@@ -1315,9 +1564,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
- if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
+ if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
- storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
}
} break;
case RS::ENV_BG_SKY: {
@@ -1338,18 +1587,18 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
RD::get_singleton()->draw_command_begin_label("Setup Sky");
- CameraMatrix projection = p_render_data->cam_projection;
+ Projection projection = p_render_data->cam_projection;
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
projection = correction * p_render_data->cam_projection;
}
- sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this);
- RID sky_rid = env->sky;
+ RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
- sky.update(env, projection, p_render_data->cam_transform, time);
+ sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time);
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -1363,15 +1612,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION;
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
- bool depth_pre_pass = depth_framebuffer.is_valid();
+ bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid();
- bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_is_ssao_enabled(p_render_data->environment);
+ bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment);
bool continue_depth = false;
if (depth_pre_pass) { //depth pre pass
bool needs_pre_resolve = _needs_post_prepass_render(p_render_data, using_sdfgi || using_voxelgi);
if (needs_pre_resolve) {
- RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (parallel)");
+ RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (Parallel)");
} else {
RENDER_TIMESTAMP("Render Depth Pre-Pass");
}
@@ -1388,7 +1637,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID());
bool finish_depth = using_ssao || using_sdfgi || using_voxelgi;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 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_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, 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, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);
RD::get_singleton()->draw_command_end_label();
@@ -1398,15 +1647,19 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
- RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass");
+ RENDER_TIMESTAMP("Resolve Depth Pre-Pass (MSAA)");
+ RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass (MSAA)");
if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI) {
if (needs_pre_resolve) {
RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE);
}
- storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_voxelgi ? render_buffer->voxelgi_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_voxelgi ? render_buffer->voxelgi_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
+ for (uint32_t v = 0; v < render_buffer->view_count; v++) {
+ resolve_effects->resolve_gi(render_buffer->depth_msaa_views[v], render_buffer->normal_roughness_msaa_views[v], using_voxelgi ? render_buffer->voxelgi_msaa_views[v] : RID(), render_buffer->depth_views[v], render_buffer->normal_roughness_views[v], using_voxelgi ? render_buffer->voxelgi_views[v] : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
+ }
} else if (finish_depth) {
- storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
+ for (uint32_t v = 0; v < render_buffer->view_count; v++) {
+ resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
+ }
}
RD::get_singleton()->draw_command_end_label();
}
@@ -1414,11 +1667,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
continue_depth = !finish_depth;
}
- _pre_opaque_render(p_render_data, using_ssao, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID());
+ RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS];
+ _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_views : nullrids, render_buffer ? render_buffer->voxelgi_buffer : RID(), render_buffer ? render_buffer->vrs_views : nullrids);
RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
+ scene_state.ubo.opaque_prepass_threshold = 0.0f;
_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, p_render_data->render_buffers.is_valid());
@@ -1433,20 +1688,22 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
- //regular forward for now
Vector<Color> c;
- if (using_separate_specular) {
- Color cc = clear_color.to_linear();
- cc.a = 0; //subsurf scatter must be 0
+ {
+ Color cc = clear_color.srgb_to_linear();
+ if (using_separate_specular || render_buffer) {
+ cc.a = 0; //subsurf scatter must be 0
+ }
c.push_back(cc);
- c.push_back(Color(0, 0, 0, 0));
- } else {
- c.push_back(clear_color.to_linear());
+
+ if (render_buffer) {
+ c.push_back(Color(0, 0, 0, 0)); // Separate specular
+ c.push_back(Color(0, 0, 0, 0)); // Motion vectors
+ }
}
- RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, 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_lod_threshold);
- _render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, 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, color_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
if (will_continue_color && using_separate_specular) {
// close the specular framebuffer, as it's no longer used
RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
@@ -1461,75 +1718,83 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
- CameraMatrix dc;
+ Projection dc;
dc.set_depth_correction(true);
- CameraMatrix cm = (dc * p_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
+ Projection cm = (dc * p_render_data->cam_projection) * Projection(p_render_data->cam_transform.affine_inverse());
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(color_only_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
RD::get_singleton()->draw_command_begin_label("Debug VoxelGIs");
for (int i = 0; i < (int)p_render_data->voxel_gi_instances->size(); i++) {
- gi.debug_voxel_gi((*p_render_data->voxel_gi_instances)[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION, 1.0);
+ gi.debug_voxel_gi((*p_render_data->voxel_gi_instances)[i], draw_list, color_only_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION, 1.0);
}
RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->draw_list_end();
}
if (debug_sdfgi_probes) {
- //debug voxelgis
+ //debug sdfgi
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
- CameraMatrix dc;
+ Projection dc;
dc.set_depth_correction(true);
- CameraMatrix cm = (dc * p_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- RD::get_singleton()->draw_command_begin_label("Debug SDFGI");
- _debug_sdfgi_probes(p_render_data->render_buffers, draw_list, opaque_framebuffer, cm);
- RD::get_singleton()->draw_command_end_label();
- RD::get_singleton()->draw_list_end();
+ Projection cms[RendererSceneRender::MAX_RENDER_VIEWS];
+ for (uint32_t v = 0; v < p_render_data->view_count; v++) {
+ cms[v] = (dc * p_render_data->view_projection[v]) * Projection(p_render_data->cam_transform.affine_inverse());
+ }
+ _debug_sdfgi_probes(p_render_data->render_buffers, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth);
}
if (draw_sky || draw_sky_fog_only) {
RENDER_TIMESTAMP("Render Sky");
- CameraMatrix projection = p_render_data->cam_projection;
+ RD::get_singleton()->draw_command_begin_label("Draw Sky");
+
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
+ sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time);
+ } else {
+ sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
}
- RD::get_singleton()->draw_command_begin_label("Draw Sky");
- sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, 1, &projection, p_render_data->cam_transform, time);
RD::get_singleton()->draw_command_end_label();
}
if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ // Handle views individual, might want to look at rewriting our resolve to do both layers in one pass.
+ for (uint32_t v = 0; v < render_buffer->view_count; v++) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]);
+ }
if (using_separate_specular) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
+ for (uint32_t v = 0; v < render_buffer->view_count; v++) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa_views[v], render_buffer->specular_views[v]);
+ }
}
}
if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
+ for (uint32_t v = 0; v < render_buffer->view_count; v++) {
+ resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
+ }
}
if (using_separate_specular) {
if (using_sss) {
- RENDER_TIMESTAMP("Sub Surface Scattering");
- RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering");
+ RENDER_TIMESTAMP("Sub-Surface Scattering");
+ RD::get_singleton()->draw_command_begin_label("Process Sub-Surface Scattering");
_process_sss(p_render_data->render_buffers, p_render_data->cam_projection);
RD::get_singleton()->draw_command_end_label();
}
if (using_ssr) {
- RENDER_TIMESTAMP("Screen Space Reflection");
- RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections");
- _process_ssr(p_render_data->render_buffers, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
+ RENDER_TIMESTAMP("Screen-Space Reflections");
+ RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections");
+ _process_ssr(p_render_data->render_buffers, color_only_framebuffer, render_buffer->normal_roughness_views, render_buffer->specular, render_buffer->specular_views, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
RD::get_singleton()->draw_command_end_label();
} else {
//just mix specular back
RENDER_TIMESTAMP("Merge Specular");
- storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
+ copy_effects->merge_specular(color_only_framebuffer, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID(), p_render_data->view_count);
}
}
@@ -1543,29 +1808,51 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_render_buffers_copy_depth_texture(p_render_data);
}
- RENDER_TIMESTAMP("Render Transparent Pass");
+ RENDER_TIMESTAMP("Render 3D Transparent Pass");
- RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
+ RD::get_singleton()->draw_command_begin_label("Render 3D Transparent Pass");
rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
_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);
{
- 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, 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_lod_threshold);
+ 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);
}
RD::get_singleton()->draw_command_end_label();
+ RENDER_TIMESTAMP("Resolve");
+
RD::get_singleton()->draw_command_begin_label("Resolve");
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ for (uint32_t v = 0; v < render_buffer->view_count; v++) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]);
+ resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
+ }
+ if (render_buffer->use_taa) { // TODO make TAA stereo capable, this will need to be handled in a separate PR
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->velocity_buffer_msaa, render_buffer->velocity_buffer);
+ }
}
RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL");
+ if (using_ssil) {
+ RENDER_TIMESTAMP("Copy Final Framebuffer (SSIL)");
+ _copy_framebuffer_to_ssil(p_render_data->render_buffers);
+ }
+ 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);
@@ -1584,7 +1871,7 @@ void RenderForwardClustered::_render_shadow_begin() {
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
+void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -1592,6 +1879,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
RenderDataRD render_data;
render_data.cam_projection = p_projection;
render_data.cam_transform = p_transform;
+ render_data.view_projection[0] = p_projection;
render_data.z_far = p_zfar;
render_data.z_near = 0.0;
render_data.cluster_size = 1;
@@ -1602,13 +1890,14 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
render_data.render_info = p_render_info;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
+ scene_state.ubo.opaque_prepass_threshold = 0.1f;
_setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
- render_data.screen_lod_threshold = 0.0;
+ render_data.screen_mesh_lod_threshold = 0.0;
} else {
- render_data.screen_lod_threshold = p_screen_lod_threshold;
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
@@ -1633,7 +1922,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
shadow_pass.camera_plane = p_camera_plane;
- shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold;
+ shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold;
shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier;
shadow_pass.framebuffer = p_framebuffer;
@@ -1662,7 +1951,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
- RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, 0, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -1672,14 +1961,15 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
- RENDER_TIMESTAMP("Setup Render Collider Heightfield");
+void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) {
+ RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
RenderDataRD render_data;
render_data.cam_projection = p_cam_projection;
render_data.cam_transform = p_cam_transform;
+ render_data.view_projection[0] = p_cam_projection;
render_data.z_near = 0.0;
render_data.z_far = p_cam_projection.get_z_far();
render_data.cluster_size = 1;
@@ -1688,6 +1978,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
_update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
+ scene_state.ubo.opaque_prepass_threshold = 0.0;
_setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false);
@@ -1703,20 +1994,21 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
{
//regular forward for now
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, true, false, rp_uniform_set);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, 0, true, false, rp_uniform_set);
_render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
}
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
- RENDER_TIMESTAMP("Setup Rendering Material");
+void RenderForwardClustered::_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) {
+ RENDER_TIMESTAMP("Setup Rendering 3D Material");
- RD::get_singleton()->draw_command_begin_label("Render Material");
+ RD::get_singleton()->draw_command_begin_label("Render 3D Material");
RenderDataRD render_data;
render_data.cam_projection = p_cam_projection;
render_data.cam_transform = p_cam_transform;
+ render_data.view_projection[0] = p_cam_projection;
render_data.cluster_size = 1;
render_data.cluster_max_elements = 32;
render_data.instances = &p_instances;
@@ -1725,6 +2017,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = false;
+ scene_state.ubo.opaque_prepass_threshold = 0.0f;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -1735,17 +2028,19 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
- RENDER_TIMESTAMP("Render Material");
+ RENDER_TIMESTAMP("Render 3D Material");
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, 0, true, false, rp_uniform_set);
//regular forward for now
- Vector<Color> clear;
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
+ Vector<Color> clear = {
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0)
+ };
+
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
RD::get_singleton()->draw_list_end();
@@ -1754,7 +2049,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering UV2");
RD::get_singleton()->draw_command_begin_label("Render UV2");
@@ -1768,6 +2063,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = true;
+ scene_state.ubo.opaque_prepass_threshold = 0.0;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -1778,17 +2074,18 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
- RENDER_TIMESTAMP("Render Material");
+ RENDER_TIMESTAMP("Render 3D Material");
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, true);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, 0, true, false, rp_uniform_set, true);
//regular forward for now
- Vector<Color> clear;
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
+ Vector<Color> clear = {
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0)
+ };
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
const int uv_offset_count = 9;
@@ -1822,7 +2119,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+void RenderForwardClustered::_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) {
RENDER_TIMESTAMP("Render SDFGI");
RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel");
@@ -1834,7 +2131,7 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
_update_render_base_uniform_set();
- RenderBufferDataForwardClustered *render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers);
+ RenderBufferDataForwardClustered *render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers));
ERR_FAIL_COND(!render_buffer);
PassMode pass_mode = PASS_MODE_SDF;
@@ -1845,11 +2142,12 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
Vector3 half_extents = p_bounds.size * 0.5;
Vector3 center = p_bounds.position + half_extents;
- Vector<RID> sbs;
- sbs.push_back(p_albedo_texture);
- sbs.push_back(p_emission_texture);
- sbs.push_back(p_emission_aniso_texture);
- sbs.push_back(p_geom_facing_texture);
+ Vector<RID> sbs = {
+ p_albedo_texture,
+ p_emission_texture,
+ p_emission_aniso_texture,
+ p_geom_facing_texture
+ };
//print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
for (int i = 0; i < 3; i++) {
@@ -1871,9 +2169,9 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
fb_size.y = p_size[up_axis];
render_data.cam_transform.origin = center + axis * half_extents;
- render_data.cam_transform.basis.set_axis(0, right);
- render_data.cam_transform.basis.set_axis(1, up);
- render_data.cam_transform.basis.set_axis(2, axis);
+ render_data.cam_transform.basis.set_column(0, right);
+ render_data.cam_transform.basis.set_column(1, up);
+ render_data.cam_transform.basis.set_column(2, axis);
//print_line("pass: " + itos(i) + " xform " + render_data.cam_transform);
@@ -1887,20 +2185,20 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
to_bounds.origin = p_bounds.position;
to_bounds.basis.scale(p_bounds.size);
- RendererStorageRD::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds);
+ RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds);
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
- Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size);
+ HashMap<Size2i, RID>::Iterator E = sdfgi_framebuffer_size_cache.find(fb_size);
if (!E) {
RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size);
E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
}
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, false);
- _render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, 0, true, false, rp_uniform_set, false);
+ _render_list_with_threads(&render_list_params, E->value, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
}
RD::get_singleton()->draw_command_end_label();
@@ -1914,33 +2212,39 @@ void RenderForwardClustered::_base_uniforms_changed() {
}
void RenderForwardClustered::_update_render_base_uniform_set() {
- if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
+ RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
+ if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version()) || base_uniform_set_updated) {
+ base_uniform_set_updated = false;
+
if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
}
- lightmap_texture_array_version = storage->lightmap_array_get_version();
+ lightmap_texture_array_version = light_storage->lightmap_array_get_version();
Vector<RD::Uniform> uniforms;
{
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 1;
- u.ids.resize(12);
- RID *ids_ptr = u.ids.ptrw();
- ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ Vector<RID> ids;
+ ids.resize(12);
+ RID *ids_ptr = ids.ptrw();
+ ids_ptr[0] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+
+ RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
+
uniforms.push_back(u);
}
@@ -1948,7 +2252,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(scene_shader.shadow_sampler);
+ u.append_id(scene_shader.shadow_sampler);
uniforms.push_back(u);
}
@@ -1959,23 +2263,26 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RID sampler;
switch (decals_get_filter()) {
case RS::DECAL_FILTER_NEAREST: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- } break;
- case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: {
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
- u.ids.push_back(sampler);
+ u.append_id(sampler);
uniforms.push_back(u);
}
@@ -1986,23 +2293,26 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RID sampler;
switch (light_projectors_get_filter()) {
case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- } break;
- case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: {
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
- u.ids.push_back(sampler);
+ u.append_id(sampler);
uniforms.push_back(u);
}
@@ -2010,14 +2320,14 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_omni_light_buffer());
+ u.append_id(get_omni_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_spot_light_buffer());
+ u.append_id(get_spot_light_buffer());
uniforms.push_back(u);
}
@@ -2025,51 +2335,51 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_reflection_probe_buffer());
+ u.append_id(get_reflection_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(get_directional_light_buffer());
+ u.append_id(get_directional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.lightmap_buffer);
+ u.append_id(scene_state.lightmap_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.lightmap_capture_buffer);
+ u.append_id(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID decal_atlas = storage->decal_atlas_get_texture();
- u.ids.push_back(decal_atlas);
+ RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
+ u.append_id(decal_atlas);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID decal_atlas = storage->decal_atlas_get_texture_srgb();
- u.ids.push_back(decal_atlas);
+ RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_srgb();
+ u.append_id(decal_atlas);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_decal_buffer());
+ u.append_id(get_decal_buffer());
uniforms.push_back(u);
}
@@ -2077,7 +2387,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 14;
- u.ids.push_back(storage->global_variables_get_storage_buffer());
+ u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
uniforms.push_back(u);
}
@@ -2085,7 +2395,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 15;
- u.ids.push_back(sdfgi_get_ubo());
+ u.append_id(sdfgi_get_ubo());
uniforms.push_back(u);
}
@@ -2094,12 +2404,12 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
}
RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) {
- //there should always be enough uniform buffers for render passes, otherwise bugs
- ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RenderBufferDataForwardClustered *rb = nullptr;
if (p_render_data && p_render_data->render_buffers.is_valid()) {
- rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
+ rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers));
}
//default render buffer and scene state uniform set
@@ -2110,7 +2420,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(scene_state.uniform_buffers[p_index]);
+ u.append_id(scene_state.uniform_buffers[p_index]);
uniforms.push_back(u);
}
{
@@ -2121,7 +2431,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (instance_buffer == RID()) {
instance_buffer = scene_shader.default_vec4_xform_buffer; // any buffer will do since its not used
}
- u.ids.push_back(instance_buffer);
+ u.append_id(instance_buffer);
uniforms.push_back(u);
}
{
@@ -2129,12 +2439,12 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (p_radiance_texture.is_valid()) {
radiance_texture = p_radiance_texture;
} else {
- radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
}
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(radiance_texture);
+ u.append_id(radiance_texture);
uniforms.push_back(u);
}
@@ -2144,9 +2454,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (ref_texture.is_valid()) {
- u.ids.push_back(ref_texture);
+ u.append_id(ref_texture);
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
}
uniforms.push_back(u);
}
@@ -2160,9 +2470,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
texture = shadow_atlas_get_texture(p_render_data->shadow_atlas);
}
if (!texture.is_valid()) {
- texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
}
- u.ids.push_back(texture);
+ u.append_id(texture);
uniforms.push_back(u);
}
{
@@ -2170,9 +2480,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
- u.ids.push_back(directional_shadow_get_texture());
+ u.append_id(directional_shadow_get_texture());
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH));
}
uniforms.push_back(u);
}
@@ -2180,16 +2490,16 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.resize(scene_state.max_lightmaps);
- RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+
+ RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
if (p_render_data && i < p_render_data->lightmaps->size()) {
RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
- RID texture = storage->lightmap_get_texture(base);
- RID rd_texture = storage->texture_get_rd_texture(texture);
- u.ids.write[i] = rd_texture;
+ RID texture = light_storage->lightmap_get_texture(base);
+ RID rd_texture = texture_storage->texture_get_rd_texture(texture);
+ u.append_id(rd_texture);
} else {
- u.ids.write[i] = default_tex;
+ u.append_id(default_tex);
}
}
@@ -2199,17 +2509,16 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.resize(MAX_VOXEL_GI_INSTANCESS);
- RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
if (p_render_data && i < (int)p_render_data->voxel_gi_instances->size()) {
RID tex = gi.voxel_gi_instance_get_texture((*p_render_data->voxel_gi_instances)[i]);
if (!tex.is_valid()) {
tex = default_tex;
}
- u.ids.write[i] = tex;
+ u.append_id(tex);
} else {
- u.ids.write[i] = default_tex;
+ u.append_id(default_tex);
}
}
@@ -2221,7 +2530,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
RID cb = (p_render_data && p_render_data->cluster_buffer.is_valid()) ? p_render_data->cluster_buffer : scene_shader.default_vec4_xform_buffer;
- u.ids.push_back(cb);
+ u.append_id(cb);
uniforms.push_back(u);
}
@@ -2230,8 +2539,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
- RID texture = (dbt.is_valid()) ? dbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- u.ids.push_back(texture);
+ RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
+ u.append_id(texture);
uniforms.push_back(u);
}
{
@@ -2239,8 +2548,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID();
- RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
+ RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ u.append_id(texture);
uniforms.push_back(u);
}
@@ -2249,8 +2558,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
- u.ids.push_back(texture);
+ RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
+ u.append_id(texture);
uniforms.push_back(u);
}
@@ -2259,8 +2568,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID aot = rb ? render_buffers_get_ao_texture(p_render_data->render_buffers) : RID();
- RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
+ RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ u.append_id(texture);
uniforms.push_back(u);
}
@@ -2269,8 +2578,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID ambient_buffer = rb ? render_buffers_get_gi_ambient_texture(p_render_data->render_buffers) : RID();
- RID texture = ambient_buffer.is_valid() ? ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
+ RID texture = ambient_buffer.is_valid() ? ambient_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ u.append_id(texture);
uniforms.push_back(u);
}
@@ -2279,8 +2588,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID reflection_buffer = rb ? render_buffers_get_gi_reflection_texture(p_render_data->render_buffers) : RID();
- RID texture = reflection_buffer.is_valid() ? reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
+ RID texture = reflection_buffer.is_valid() ? reflection_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ u.append_id(texture);
uniforms.push_back(u);
}
{
@@ -2291,9 +2600,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
t = render_buffers_get_sdfgi_irradiance_probes(p_render_data->render_buffers);
} else {
- t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
}
- u.ids.push_back(t);
+ u.append_id(t);
uniforms.push_back(u);
}
{
@@ -2301,9 +2610,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 16;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
- u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers));
+ u.append_id(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers));
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::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);
}
@@ -2311,7 +2620,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 17;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(rb ? render_buffers_get_voxel_gi_buffer(p_render_data->render_buffers) : render_buffers_get_default_voxel_gi_buffer());
+ u.append_id(rb ? render_buffers_get_voxel_gi_buffer(p_render_data->render_buffers) : render_buffers_get_default_voxel_gi_buffer());
uniforms.push_back(u);
}
{
@@ -2322,66 +2631,67 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (rb && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) {
vfog = render_buffers_get_volumetric_fog_texture(p_render_data->render_buffers);
if (vfog.is_null()) {
- vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
} else {
- vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
- u.ids.push_back(vfog);
+ u.append_id(vfog);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 19;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID ssil = rb ? render_buffers_get_ssil_texture(p_render_data->render_buffers) : RID();
+ RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ u.append_id(texture);
uniforms.push_back(u);
}
}
- if (p_index >= (int)render_pass_uniform_sets.size()) {
- render_pass_uniform_sets.resize(p_index + 1);
- }
-
- if (render_pass_uniform_sets[p_index].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[p_index])) {
- RD::get_singleton()->free(render_pass_uniform_sets[p_index]);
- }
-
- render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET);
- return render_pass_uniform_sets[p_index];
+ return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET, uniforms);
}
RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) {
- if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
- RD::get_singleton()->free(sdfgi_pass_uniform_set);
- }
-
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(scene_state.uniform_buffers[0]);
+ u.append_id(scene_state.uniform_buffers[0]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.instance_buffer[RENDER_LIST_SECONDARY]);
+ RID instance_buffer = scene_state.instance_buffer[RENDER_LIST_SECONDARY];
+ if (instance_buffer == RID()) {
+ instance_buffer = scene_shader.default_vec4_xform_buffer; // any buffer will do since its not used
+ }
+ u.append_id(instance_buffer);
uniforms.push_back(u);
}
{
// No radiance texture.
- RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(radiance_texture);
+ u.append_id(radiance_texture);
uniforms.push_back(u);
}
{
// No reflection atlas.
- RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
+ RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(ref_texture);
+ u.append_id(ref_texture);
uniforms.push_back(u);
}
@@ -2390,8 +2700,8 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- u.ids.push_back(texture);
+ RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
+ u.append_id(texture);
uniforms.push_back(u);
}
@@ -2400,8 +2710,8 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RD::Uniform u;
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- u.ids.push_back(texture);
+ RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
+ u.append_id(texture);
uniforms.push_back(u);
}
@@ -2410,10 +2720,10 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RD::Uniform u;
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.resize(scene_state.max_lightmaps);
- RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+
+ RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
- u.ids.write[i] = default_tex;
+ u.append_id(default_tex);
}
uniforms.push_back(u);
@@ -2424,10 +2734,10 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.resize(MAX_VOXEL_GI_INSTANCESS);
- RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+
+ RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
- u.ids.write[i] = default_tex;
+ u.append_id(default_tex);
}
uniforms.push_back(u);
@@ -2438,7 +2748,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
RID cb = scene_shader.default_vec4_xform_buffer;
- u.ids.push_back(cb);
+ u.append_id(cb);
uniforms.push_back(u);
}
@@ -2448,66 +2758,72 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
- u.ids.push_back(p_albedo_texture);
+ u.append_id(p_albedo_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 10;
- u.ids.push_back(p_emission_texture);
+ u.append_id(p_emission_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 11;
- u.ids.push_back(p_emission_aniso_texture);
+ u.append_id(p_emission_aniso_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 12;
- u.ids.push_back(p_geom_facing_texture);
+ u.append_id(p_geom_facing_texture);
uniforms.push_back(u);
}
- sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
- return sdfgi_pass_uniform_set;
+ return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET, uniforms);
}
RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) {
- RenderBufferDataForwardClustered *rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(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;
-void RenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- if (ginstance->dirty_list_element.in_list()) {
+void RenderForwardClustered::GeometryInstanceForwardClustered::_mark_dirty() {
+ if (dirty_list_element.in_list()) {
return;
}
//clear surface caches
- GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+ GeometryInstanceSurfaceDataCache *surf = surface_caches;
while (surf) {
GeometryInstanceSurfaceDataCache *next = surf->next;
- geometry_instance_surface_alloc.free(surf);
+ RenderForwardClustered::get_singleton()->geometry_instance_surface_alloc.free(surf);
surf = next;
}
- ginstance->surface_caches = nullptr;
+ surface_caches = nullptr;
- geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
+ RenderForwardClustered::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element);
}
void RenderForwardClustered::_geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+
bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
- bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
+ bool has_base_alpha = (p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha;
bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
bool has_alpha = has_base_alpha || has_blend_alpha;
@@ -2552,14 +2868,14 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
void *surface_shadow = nullptr;
- if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
- material_shadow = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+ material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
- RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);
+ RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh);
if (shadow_mesh.is_valid()) {
- surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface);
+ surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface);
}
} else {
@@ -2572,12 +2888,12 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
sdcache->shader = p_material->shader_data;
sdcache->material_uniform_set = p_material->uniform_set;
- sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface);
- sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface);
+ sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface);
+ sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface);
sdcache->surface_index = p_surface;
if (ginstance->data->dirty_dependencies) {
- storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
}
//shadow
@@ -2607,7 +2923,27 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
sdcache->sort.uses_softshadow = ginstance->using_softshadows;
}
+void RenderForwardClustered::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh) {
+ SceneShaderForwardClustered::MaterialData *material = p_material;
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, p_mat_src.get_local_index(), material_storage->material_get_shader_id(p_mat_src), p_mesh);
+
+ while (material->next_pass.is_valid()) {
+ RID next_pass = material->next_pass;
+ material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::MaterialStorage::SHADER_TYPE_3D));
+ if (!material || !material->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ material_storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), material_storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
RID m_src;
m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
@@ -2615,7 +2951,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
SceneShaderForwardClustered::MaterialData *material = nullptr;
if (m_src.is_valid()) {
- material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
+ material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -2623,31 +2959,34 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
if (material) {
if (ginstance->data->dirty_dependencies) {
- storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
}
} else {
- material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+ material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
m_src = scene_shader.default_material;
}
ERR_FAIL_COND(!material);
- _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
+ _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh);
- while (material->next_pass.is_valid()) {
- RID next_pass = material->next_pass;
- material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- break;
- }
- if (ginstance->data->dirty_dependencies) {
- storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ if (ginstance->data->material_overlay.is_valid()) {
+ m_src = ginstance->data->material_overlay;
+
+ material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D));
+ if (material && material->shader_data->valid) {
+ if (ginstance->data->dirty_dependencies) {
+ material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+
+ _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh);
}
- _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
}
}
-void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+void RenderForwardClustered::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) {
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+ RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
if (ginstance->data->dirty_dependencies) {
@@ -2661,7 +3000,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
uint32_t surface_count;
RID mesh = ginstance->data->base;
- materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (materials) {
//if no materials, no surfaces.
const RID *inst_materials = ginstance->data->surface_materials.ptr();
@@ -2678,25 +3017,25 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
} break;
case RS::INSTANCE_MULTIMESH: {
- RID mesh = storage->multimesh_get_mesh(ginstance->data->base);
+ RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base);
if (mesh.is_valid()) {
const RID *materials = nullptr;
uint32_t surface_count;
- materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (materials) {
for (uint32_t j = 0; j < surface_count; j++) {
_geometry_instance_add_surface(ginstance, j, materials[j], mesh);
}
}
- ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base);
}
} break;
#if 0
case RS::INSTANCE_IMMEDIATE: {
- RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
+ RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.get_or_null(inst->base);
ERR_CONTINUE(!immediate);
_add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
@@ -2704,10 +3043,10 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
} break;
#endif
case RS::INSTANCE_PARTICLES: {
- int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
+ int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base);
for (int j = 0; j < draw_passes; j++) {
- RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
+ RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
if (!mesh.is_valid()) {
continue;
}
@@ -2715,7 +3054,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
const RID *materials = nullptr;
uint32_t surface_count;
- materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (materials) {
for (uint32_t k = 0; k < surface_count; k++) {
_geometry_instance_add_surface(ginstance, k, materials[k], mesh);
@@ -2723,7 +3062,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
}
}
- ginstance->instance_count = storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
+ ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
} break;
@@ -2739,17 +3078,17 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
- if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
+ if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
}
- if (storage->multimesh_uses_colors(ginstance->data->base)) {
+ if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
}
- if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
+ if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
}
- ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
@@ -2760,16 +3099,16 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
//for particles, stride is the trail size
ginstance->base_flags |= (ginstance->trail_steps << INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT);
- if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
+ if (!particles_storage->particles_is_using_local_coords(ginstance->data->base)) {
store_transform = false;
}
- ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ ginstance->transforms_uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
- if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
- ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) {
+ ginstance->transforms_uniform_set = mesh_storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
if (ginstance->data->dirty_dependencies) {
- storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
+ mesh_storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
}
}
}
@@ -2797,19 +3136,19 @@ void RenderForwardClustered::_update_dirty_geometry_instances() {
}
}
-void RenderForwardClustered::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+void RenderForwardClustered::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) {
switch (p_notification) {
- case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
- case RendererStorage::DEPENDENCY_CHANGED_MESH:
- case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
- case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
- static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ case Dependency::DEPENDENCY_CHANGED_MATERIAL:
+ case Dependency::DEPENDENCY_CHANGED_MESH:
+ case Dependency::DEPENDENCY_CHANGED_PARTICLES:
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
+ case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
} break;
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata);
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
- ginstance->instance_count = static_cast<RenderForwardClustered *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ ginstance->instance_count = RendererRD::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base);
}
} break;
default: {
@@ -2817,12 +3156,12 @@ void RenderForwardClustered::_geometry_instance_dependency_changed(RendererStora
} break;
}
}
-void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
- static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) {
+ static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
}
-RendererSceneRender::GeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) {
- RS::InstanceType type = storage->get_base_type(p_base);
+RenderGeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) {
+ RS::InstanceType type = RSG::utilities->get_base_type(p_base);
ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
GeometryInstanceForwardClustered *ginstance = geometry_instance_alloc.alloc();
@@ -2834,118 +3173,47 @@ RendererSceneRender::GeometryInstance *RenderForwardClustered::geometry_instance
ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
- _geometry_instance_mark_dirty(ginstance);
+ ginstance->_mark_dirty();
return ginstance;
}
-void RenderForwardClustered::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->skeleton = p_skeleton;
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-void RenderForwardClustered::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->material_override = p_override;
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-void RenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->surface_materials = p_materials;
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-void RenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->mesh_instance = p_mesh_instance;
- _geometry_instance_mark_dirty(ginstance);
-}
-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);
- ginstance->transform = p_transform;
- ginstance->mirror = p_transform.basis.determinant() < 0;
- ginstance->data->aabb = p_aabb;
- ginstance->transformed_aabb = p_transformed_aabb;
- Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
- // handle non uniform scale here
+void RenderForwardClustered::GeometryInstanceForwardClustered::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) {
+ uint64_t frame = RSG::rasterizer->get_frame_number();
+ if (frame != prev_transform_change_frame) {
+ prev_transform = transform;
+ prev_transform_change_frame = frame;
+ prev_transform_dirty = true;
+ }
- float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
- float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
+ RenderGeometryInstanceBase::set_transform(p_transform, p_aabb, p_transformed_aabbb);
+}
- ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
+void RenderForwardClustered::GeometryInstanceForwardClustered::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ lightmap_instance = p_lightmap_instance;
+ lightmap_uv_scale = p_lightmap_uv_scale;
+ lightmap_slice_index = p_lightmap_slice_index;
- ginstance->lod_model_scale = max_scale;
-}
-void RenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->lod_bias = p_lod_bias;
-}
-void RenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->use_baked_light = p_enable;
- _geometry_instance_mark_dirty(ginstance);
-}
-void RenderForwardClustered::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->use_dynamic_gi = p_enable;
- _geometry_instance_mark_dirty(ginstance);
+ _mark_dirty();
}
-void RenderForwardClustered::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->lightmap_instance = p_lightmap_instance;
- ginstance->lightmap_uv_scale = p_lightmap_uv_scale;
- ginstance->lightmap_slice_index = p_lightmap_slice_index;
- _geometry_instance_mark_dirty(ginstance);
-}
-void RenderForwardClustered::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
+
+void RenderForwardClustered::GeometryInstanceForwardClustered::set_lightmap_capture(const Color *p_sh9) {
if (p_sh9) {
- if (ginstance->lightmap_sh == nullptr) {
- ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
+ if (lightmap_sh == nullptr) {
+ lightmap_sh = RenderForwardClustered::get_singleton()->geometry_instance_lightmap_sh.alloc();
}
- memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
} else {
- if (ginstance->lightmap_sh != nullptr) {
- geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
- ginstance->lightmap_sh = nullptr;
+ if (lightmap_sh != nullptr) {
+ RenderForwardClustered::get_singleton()->geometry_instance_lightmap_sh.free(lightmap_sh);
+ lightmap_sh = nullptr;
}
}
- _geometry_instance_mark_dirty(ginstance);
-}
-void RenderForwardClustered::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->shader_parameters_offset = p_offset;
- _geometry_instance_mark_dirty(ginstance);
-}
-void RenderForwardClustered::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->data->cast_double_sided_shadows = p_enable;
- _geometry_instance_mark_dirty(ginstance);
+ _mark_dirty();
}
-void RenderForwardClustered::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->layer_mask = p_layer_mask;
-}
-
-void RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+void RenderForwardClustered::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
if (ginstance->lightmap_sh != nullptr) {
@@ -2964,47 +3232,25 @@ void RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry
uint32_t RenderForwardClustered::geometry_instance_get_pair_mask() {
return (1 << RS::INSTANCE_VOXEL_GI);
}
-void RenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
-}
-void RenderForwardClustered::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
-}
-void RenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
-}
-Transform3D RenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
- ERR_FAIL_COND_V(!ginstance, Transform3D());
- return ginstance->transform;
-}
-
-AABB RenderForwardClustered::geometry_instance_get_aabb(GeometryInstance *p_instance) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
- ERR_FAIL_COND_V(!ginstance, AABB());
- return ginstance->data->aabb;
-}
-
-void RenderForwardClustered::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
+void RenderForwardClustered::GeometryInstanceForwardClustered::pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
if (p_voxel_gi_instance_count > 0) {
- ginstance->voxel_gi_instances[0] = p_voxel_gi_instances[0];
+ voxel_gi_instances[0] = p_voxel_gi_instances[0];
} else {
- ginstance->voxel_gi_instances[0] = RID();
+ voxel_gi_instances[0] = RID();
}
if (p_voxel_gi_instance_count > 1) {
- ginstance->voxel_gi_instances[1] = p_voxel_gi_instances[1];
+ voxel_gi_instances[1] = p_voxel_gi_instances[1];
} else {
- ginstance->voxel_gi_instances[1] = RID();
+ voxel_gi_instances[1] = RID();
}
}
-void RenderForwardClustered::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->using_projectors = p_projector;
- ginstance->using_softshadows = p_softshadow;
- _geometry_instance_mark_dirty(ginstance);
+void RenderForwardClustered::GeometryInstanceForwardClustered::set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) {
+ using_projectors = p_projector;
+ using_softshadows = p_softshadow;
+ _mark_dirty();
}
void RenderForwardClustered::_update_shader_quality_settings() {
@@ -3035,12 +3281,18 @@ void RenderForwardClustered::_update_shader_quality_settings() {
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
sc.constant_id = SPEC_CONSTANT_DECAL_FILTER;
- sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+ sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS ||
+ decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS ||
+ decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC ||
+ decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
spec_constants.push_back(sc);
sc.constant_id = SPEC_CONSTANT_PROJECTOR_FILTER;
- sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+ sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS ||
+ light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS ||
+ light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC ||
+ light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
spec_constants.push_back(sc);
@@ -3049,8 +3301,7 @@ void RenderForwardClustered::_update_shader_quality_settings() {
_base_uniforms_changed(); //also need this
}
-RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
- RendererSceneRenderRD(p_storage) {
+RenderForwardClustered::RenderForwardClustered() {
singleton = this;
/* SCENE SHADER */
@@ -3082,27 +3333,23 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
}
- scene_shader.init(p_storage, defines);
+ scene_shader.init(defines);
}
render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
_update_shader_quality_settings();
+
+ resolve_effects = memnew(RendererRD::Resolve());
}
RenderForwardClustered::~RenderForwardClustered() {
- directional_shadow_atlas_set_size(0);
-
- //clear base uniform set if still valid
- for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) {
- if (render_pass_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[i])) {
- RD::get_singleton()->free(render_pass_uniform_sets[i]);
- }
+ if (resolve_effects != nullptr) {
+ memdelete(resolve_effects);
+ resolve_effects = nullptr;
}
- if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
- RD::get_singleton()->free(sdfgi_pass_uniform_set);
- }
+ directional_shadow_atlas_set_size(0);
{
for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
@@ -3118,8 +3365,8 @@ RenderForwardClustered::~RenderForwardClustered() {
memdelete_arr(scene_state.lightmap_captures);
}
- while (sdfgi_framebuffer_size_cache.front()) {
- RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get());
- sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front());
+ while (sdfgi_framebuffer_size_cache.begin()) {
+ RD::get_singleton()->free(sdfgi_framebuffer_size_cache.begin()->value);
+ sdfgi_framebuffer_size_cache.remove(sdfgi_framebuffer_size_cache.begin());
}
}
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 676f633d33..7e71406af8 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,15 +28,16 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
-#define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
+#ifndef RENDER_FORWARD_CLUSTERED_H
+#define RENDER_FORWARD_CLUSTERED_H
#include "core/templates/paged_allocator.h"
+#include "servers/rendering/renderer_rd/effects/resolve.h"
#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
namespace RendererSceneRenderImplementation {
@@ -72,7 +73,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RENDER_LIST_ALPHA, //used for transparent objects
RENDER_LIST_SECONDARY, //used for shadows and other objects
RENDER_LIST_MAX
-
};
/* Scene Shader */
@@ -89,30 +89,51 @@ 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;
RID specular_msaa;
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;
RID depth_normal_roughness_voxelgi_fb;
- RID color_fb;
- RID color_specular_fb;
+ RID color_only_fb;
RID specular_only_fb;
+
+ RID vrs;
+
int width, height;
+ HashMap<uint32_t, RID> color_framebuffers;
+
+ // for multiview
+ uint32_t view_count = 1;
+ RID color_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this
+ RID depth_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this
+ RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID specular_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID color_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID depth_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID normal_roughness_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID voxelgi_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID voxelgi_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID vrs_views[RendererSceneRender::MAX_RENDER_VIEWS];
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 p_vrs_texture);
+ RID get_color_pass_fb(uint32_t p_color_pass_flags);
~RenderBufferDataForwardClustered();
};
@@ -121,22 +142,20 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb);
RID render_base_uniform_set;
- LocalVector<RID> render_pass_uniform_sets;
- RID sdfgi_pass_uniform_set;
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
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();
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0);
enum PassMode {
PASS_MODE_COLOR,
- PASS_MODE_COLOR_SPECULAR,
- PASS_MODE_COLOR_TRANSPARENT,
PASS_MODE_SHADOW,
PASS_MODE_SHADOW_DP,
PASS_MODE_DEPTH,
@@ -146,6 +165,13 @@ class RenderForwardClustered : public RendererSceneRenderRD {
PASS_MODE_SDF,
};
+ enum ColorPassFlags {
+ COLOR_PASS_FLAG_TRANSPARENT = 1 << 0,
+ COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1,
+ COLOR_PASS_FLAG_MULTIVIEW = 1 << 2,
+ COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 3,
+ };
+
struct GeometryInstanceSurfaceDataCache;
struct RenderElementInfo;
@@ -155,31 +181,35 @@ class RenderForwardClustered : public RendererSceneRenderRD {
int element_count = 0;
bool reverse_cull = false;
PassMode pass_mode = PASS_MODE_COLOR;
+ uint32_t color_pass_flags = 0;
bool no_gi = false;
+ uint32_t view_count = 1;
RID render_pass_uniform_set;
bool force_wireframe = false;
Vector2 uv_offset;
Plane lod_plane;
float lod_distance_multiplier = 0.0;
- float screen_lod_threshold = 0.0;
+ float screen_mesh_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
uint32_t barrier = RD::BARRIER_MASK_ALL;
bool use_directional_soft_shadow = false;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
reverse_cull = p_reverse_cull;
pass_mode = p_pass_mode;
+ color_pass_flags = p_color_pass_flags;
no_gi = p_no_gi;
+ view_count = p_view_count;
render_pass_uniform_set = p_render_pass_uniform_set;
force_wireframe = p_force_wireframe;
uv_offset = p_uv_offset;
lod_plane = p_lod_plane;
lod_distance_multiplier = p_lod_distance_multiplier;
- screen_lod_threshold = p_screen_lod_threshold;
+ screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
barrier = p_barrier;
use_directional_soft_shadow = p_use_directional_soft_shadows;
@@ -208,6 +238,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16,
INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF,
+ INSTANCE_DATA_FLAGS_FADE_SHIFT = 24,
+ INSTANCE_DATA_FLAGS_FADE_MASK = 0xFFUL << INSTANCE_DATA_FLAGS_FADE_SHIFT
};
struct SceneState {
@@ -215,8 +247,12 @@ class RenderForwardClustered : public RendererSceneRenderRD {
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
- float camera_matrix[16];
- float inv_camera_matrix[16];
+ float inv_view_matrix[16];
+ float view_matrix[16];
+
+ float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+ float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+ float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
float viewport_size[2];
float screen_pixel_size[2];
@@ -248,16 +284,15 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float z_far;
float z_near;
- uint32_t ssao_enabled;
+ uint32_t ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
uint32_t roughness_limiter_enabled;
float roughness_limiter_amount;
float roughness_limiter_limit;
- uint32_t roughness_limiter_pad[2];
-
- float ao_color[4];
+ float opaque_prepass_threshold;
+ uint32_t roughness_limiter_pad;
float sdf_to_bounds[16];
@@ -287,6 +322,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float reflection_multiplier;
uint32_t pancake_shadows;
+
+ float taa_jitter[2];
+ uint32_t pad[2];
};
struct PushConstant {
@@ -297,6 +335,7 @@ 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)
@@ -304,7 +343,9 @@ 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;
@@ -319,7 +360,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint32_t instance_buffer_size[RENDER_LIST_MAX] = { 0, 0, 0 };
LocalVector<InstanceData> instance_data[RENDER_LIST_MAX];
- LightmapCaptureData *lightmap_captures;
+ LightmapCaptureData *lightmap_captures = nullptr;
uint32_t max_lightmap_captures;
RID lightmap_capture_buffer;
@@ -340,7 +381,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID rp_uniform_set;
Plane camera_plane;
float lod_distance_multiplier;
- float screen_lod_threshold;
+ float screen_mesh_lod_threshold;
RID framebuffer;
RD::InitialAction initial_depth_action;
@@ -368,7 +409,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint32_t lod_index : 8;
};
- template <PassMode p_pass_mode>
+ template <PassMode p_pass_mode, uint32_t p_color_pass_flags = 0>
_FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
@@ -383,10 +424,10 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void _fill_instance_data(RenderListType p_render_list, int *p_render_info = nullptr, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, bool p_append = false);
- Map<Size2i, RID> sdfgi_framebuffer_size_cache;
+ HashMap<Size2i, RID> sdfgi_framebuffer_size_cache;
struct GeometryInstanceData;
- struct GeometryInstanceForwardClustered;
+ class GeometryInstanceForwardClustered;
struct GeometryInstanceLightmapSH {
Color sh[9];
@@ -446,64 +487,52 @@ class RenderForwardClustered : public RendererSceneRenderRD {
GeometryInstanceForwardClustered *owner = nullptr;
};
- struct GeometryInstanceForwardClustered : public GeometryInstance {
+ class GeometryInstanceForwardClustered : public RenderGeometryInstanceBase {
+ public:
+ // lightmap
+ RID lightmap_instance;
+ Rect2 lightmap_uv_scale;
+ uint32_t lightmap_slice_index;
+ GeometryInstanceLightmapSH *lightmap_sh = nullptr;
+
//used during rendering
- bool mirror = false;
- bool non_uniform_scale = false;
- float lod_bias = 0.0;
- float lod_model_scale = 1.0;
- AABB transformed_aabb; //needed for LOD
- float depth = 0;
+
uint32_t gi_offset_cache = 0;
- uint32_t flags_cache = 0;
bool store_transform_cache = true;
- int32_t shader_parameters_offset = -1;
- uint32_t lightmap_slice_index;
- Rect2 lightmap_uv_scale;
- uint32_t layer_mask = 1;
RID transforms_uniform_set;
uint32_t instance_count = 0;
uint32_t trail_steps = 1;
- RID mesh_instance;
bool can_sdfgi = false;
bool using_projectors = false;
bool using_softshadows = false;
+
//used during setup
- uint32_t base_flags = 0;
- Transform3D transform;
+ uint64_t prev_transform_change_frame = 0xFFFFFFFF;
+ bool prev_transform_dirty = true;
+ Transform3D prev_transform;
RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE];
- RID lightmap_instance;
- GeometryInstanceLightmapSH *lightmap_sh = nullptr;
GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
SelfList<GeometryInstanceForwardClustered> dirty_list_element;
- struct Data {
- //data used less often goes into regular heap
- RID base;
- RS::InstanceType base_type;
-
- RID skeleton;
- Vector<RID> surface_materials;
- RID material_override;
- AABB aabb;
+ GeometryInstanceForwardClustered() :
+ dirty_list_element(this) {}
- bool use_dynamic_gi = false;
- bool use_baked_light = false;
- bool cast_double_sided_shadows = false;
- bool mirror = false;
- bool dirty_dependencies = false;
+ virtual void _mark_dirty() override;
- RendererStorage::DependencyTracker dependency_tracker;
- };
+ virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override;
+ virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
+ virtual void set_lightmap_capture(const Color *p_sh9) override;
- Data *data = nullptr;
+ virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override {}
+ virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {}
+ virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
+ virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
- GeometryInstanceForwardClustered() :
- dirty_list_element(this) {}
+ virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override;
};
- static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
- static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
SelfList<GeometryInstanceForwardClustered>::List geometry_instance_dirty_list;
@@ -512,9 +541,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
+ void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
- void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
- void _geometry_instance_update(GeometryInstance *p_geometry_instance);
+ void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
/* Render List */
@@ -579,52 +608,39 @@ class RenderForwardClustered : public RendererSceneRenderRD {
virtual void _update_shader_quality_settings() override;
+ RendererRD::Resolve *resolve_effects = nullptr;
+
protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_shadow_begin() override;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) 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;
+ virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ 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) override;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override;
public:
- virtual GeometryInstance *geometry_instance_create(RID p_base) override;
- virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
- virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
- virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
- virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
- virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
- virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
- virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
- virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
- virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
- virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
- virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
- virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
- virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
-
- virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override;
- virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override;
-
- virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
+ static RenderForwardClustered *get_singleton() { return singleton; }
- virtual uint32_t geometry_instance_get_pair_mask() override;
- virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
- virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
- virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
- virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
+ _FORCE_INLINE_ virtual void update_uniform_sets() override {
+ base_uniform_set_updated = true;
+ _update_render_base_uniform_set();
+ }
- virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override;
+ virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override;
+ virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
+
+ virtual uint32_t geometry_instance_get_pair_mask() override;
virtual bool free(RID p_rid) override;
- RenderForwardClustered(RendererStorageRD *p_storage);
+ RenderForwardClustered();
~RenderForwardClustered();
};
} // namespace RendererSceneRenderImplementation
-#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
+
+#endif // RENDER_FORWARD_CLUSTERED_H
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 a24860996c..556db086b2 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
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,9 +32,15 @@
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
#include "render_forward_clustered.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
using namespace RendererSceneRenderImplementation;
+void SceneShaderForwardClustered::ShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
//compile
@@ -44,19 +50,20 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
uniforms.clear();
uses_screen_texture = false;
- if (code == String()) {
+ if (code.is_empty()) {
return; //just invalid, but no error
}
- ShaderCompilerRD::GeneratedCode gen_code;
+ ShaderCompiler::GeneratedCode gen_code;
int blend_mode = BLEND_MODE_MIX;
int depth_testi = DEPTH_TEST_ENABLED;
int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
- int cull = CULL_BACK;
+ int cull_modei = CULL_BACK;
uses_point_size = false;
uses_alpha = false;
+ uses_alpha_clip = false;
uses_blend_alpha = false;
uses_depth_pre_pass = false;
uses_discard = false;
@@ -66,6 +73,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
unshaded = false;
uses_vertex = false;
+ uses_position = false;
uses_sss = false;
uses_transmittance = false;
uses_screen_texture = false;
@@ -78,10 +86,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
int depth_drawi = DEPTH_DRAW_OPAQUE;
- ShaderCompilerRD::IdentifierActions actions;
- actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
- actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
- actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
@@ -97,15 +105,16 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
- actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
- actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
- actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
+ actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
+ actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
+ actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
actions.render_mode_flags["unshaded"] = &unshaded;
actions.render_mode_flags["wireframe"] = &wireframe;
actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
+ actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
@@ -126,6 +135,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
actions.write_flag_pointers["VERTEX"] = &uses_vertex;
+ actions.write_flag_pointers["POSITION"] = &uses_position;
actions.uniforms = &uniforms;
@@ -139,6 +149,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
depth_draw = DepthDraw(depth_drawi);
depth_test = DepthTest(depth_testi);
+ cull_mode = Cull(cull_modei);
#if 0
print_line("**compiling shader:");
@@ -147,7 +158,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
- Map<String, String>::Element * el = gen_code.code.front();
+ RBMap<String, String>::Element *el = gen_code.code.front();
while (el) {
print_line("\n**code " + el->key() + ":\n" + el->value());
@@ -155,10 +166,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
- print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]);
- print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
- shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
+ shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
@@ -228,10 +239,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
}
}
- RD::PipelineColorBlendState blend_state_blend;
- blend_state_blend.attachments.push_back(blend_attachment);
- RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
- RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
+ // 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::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);
@@ -252,7 +263,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
};
- RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
+ RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull_mode];
for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
@@ -265,65 +276,98 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
- for (int k = 0; k < SHADER_VERSION_MAX; k++) {
- if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(k)) {
+ for (int k = 0; k < PIPELINE_VERSION_MAX; k++) {
+ ShaderVersion shader_version;
+ static const ShaderVersion shader_version_table[PIPELINE_VERSION_MAX] = {
+ SHADER_VERSION_DEPTH_PASS,
+ SHADER_VERSION_DEPTH_PASS_DP,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI,
+ SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
+ SHADER_VERSION_DEPTH_PASS_WITH_SDF,
+ SHADER_VERSION_DEPTH_PASS_MULTIVIEW,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW,
+ SHADER_VERSION_COLOR_PASS,
+ };
+
+ shader_version = shader_version_table[k];
+
+ if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(shader_version)) {
continue;
}
RD::PipelineRasterizationState raster_state;
raster_state.cull_mode = cull_mode_rd;
raster_state.wireframe = wireframe;
- RD::PipelineColorBlendState blend_state;
- RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
- RD::PipelineMultisampleState multisample_state;
-
- if (uses_alpha || uses_blend_alpha) {
- // only allow these flags to go through if we have some form of msaa
- if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
- multisample_state.enable_alpha_to_coverage = true;
- } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
- multisample_state.enable_alpha_to_coverage = true;
- multisample_state.enable_alpha_to_one = true;
- }
-
- if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
- blend_state = blend_state_blend;
- if (depth_draw == DEPTH_DRAW_OPAQUE) {
- depth_stencil.enable_depth_write = false; //alpha does not draw depth
+ if (k == PIPELINE_VERSION_COLOR_PASS) {
+ for (int l = 0; l < PIPELINE_COLOR_PASS_FLAG_COUNT; l++) {
+ if (!shader_singleton->valid_color_pass_pipelines.has(l)) {
+ continue;
}
- } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) {
- if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
- //none, blend state contains nothing
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
- blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+
+ RD::PipelineColorBlendState blend_state;
+ RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
+ RD::PipelineMultisampleState multisample_state;
+
+ int shader_flags = 0;
+ if (l & PIPELINE_COLOR_PASS_FLAG_TRANSPARENT) {
+ if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
+ multisample_state.enable_alpha_to_coverage = true;
+ } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
+ multisample_state.enable_alpha_to_coverage = true;
+ multisample_state.enable_alpha_to_one = true;
+ }
+
+ blend_state = blend_state_color_blend;
+
+ if (depth_draw == DEPTH_DRAW_OPAQUE) {
+ depth_stencil.enable_depth_write = false; //alpha does not draw depth
+ }
} else {
- blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
+ blend_state = blend_state_color_opaque;
+
+ if (l & PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR) {
+ shader_flags |= SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR;
+ }
+ }
+
+ 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;
+ }
+
+ if (l & PIPELINE_COLOR_PASS_FLAG_MULTIVIEW) {
+ shader_flags |= SHADER_COLOR_PASS_FLAG_MULTIVIEW;
}
- } else {
- pipelines[i][j][k].clear();
- continue; // do not use this version (will error if using it is attempted)
+
+ int variant = shader_version + shader_flags;
+ RID shader_variant = shader_singleton->shader.version_get_shader(version, variant);
+ color_pipelines[i][j][l].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
}
} else {
- if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
- blend_state = blend_state_opaque;
- } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ RD::PipelineColorBlendState blend_state;
+ RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
+ RD::PipelineMultisampleState multisample_state;
+
+ if (k == PIPELINE_VERSION_DEPTH_PASS || k == PIPELINE_VERSION_DEPTH_PASS_DP || k == PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW) {
//none, leave empty
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
+ } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW) {
blend_state = blend_state_depth_normal_roughness;
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI) {
+ } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI || k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW) {
blend_state = blend_state_depth_normal_roughness_giprobe;
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL) {
blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
+ } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_SDF) {
blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
- } else {
- //specular write
- blend_state = blend_state_opaque_specular;
}
- }
- RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
- pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
+ RID shader_variant = shader_singleton->shader.version_get_shader(version, shader_version);
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
+ }
}
}
}
@@ -331,47 +375,71 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
valid = true;
}
-void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
} else {
- default_texture_params[p_name] = p_texture;
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
}
-void SceneShaderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- Map<int, StringName> order;
+void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ HashMap<int, StringName> order;
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
continue;
}
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
} else {
- order[E->get().order] = E->key();
+ order[E.value.order] = E.key;
}
}
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
- pi.name = E->get();
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
p_param_list->push_back(pi);
}
}
-void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
- RendererStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E->get());
- p.info.name = E->key(); //supply name
- p.index = E->get().instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
@@ -396,7 +464,7 @@ Variant SceneShaderForwardClustered::ShaderData::get_default_parameter(const Str
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
@@ -409,8 +477,6 @@ RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_s
SceneShaderForwardClustered::ShaderData::ShaderData() :
shader_list_element(this) {
- valid = false;
- uses_screen_texture = false;
}
SceneShaderForwardClustered::ShaderData::~ShaderData() {
@@ -422,7 +488,7 @@ SceneShaderForwardClustered::ShaderData::~ShaderData() {
}
}
-RendererStorageRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() {
+RendererRD::MaterialStorage::ShaderData *SceneShaderForwardClustered::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
singleton->shader_list.add(&shader_data->shader_list_element);
return shader_data;
@@ -436,7 +502,7 @@ void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
-bool SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool SceneShaderForwardClustered::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
@@ -446,10 +512,9 @@ SceneShaderForwardClustered::MaterialData::~MaterialData() {
free_parameters_uniform_set(uniform_set);
}
-RendererStorageRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) {
+RendererRD::MaterialStorage::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) {
MaterialData *material_data = memnew(MaterialData);
material_data->shader_data = p_shader;
- material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}
@@ -462,48 +527,102 @@ SceneShaderForwardClustered::SceneShaderForwardClustered() {
}
SceneShaderForwardClustered::~SceneShaderForwardClustered() {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
RD::get_singleton()->free(default_vec4_xform_buffer);
RD::get_singleton()->free(shadow_sampler);
- storage->free(overdraw_material_shader);
- storage->free(default_shader);
+ material_storage->shader_free(overdraw_material_shader);
+ material_storage->shader_free(default_shader);
- storage->free(overdraw_material);
- storage->free(default_material);
+ material_storage->material_free(overdraw_material);
+ material_storage->material_free(default_material);
}
-void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines) {
- storage = p_storage;
+void SceneShaderForwardClustered::init(const String p_defines) {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
{
Vector<String> shader_versions;
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_DEPTH_PASS
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); // SHADER_VERSION_DEPTH_PASS_DP
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n"); // SHADER_VERSION_DEPTH_PASS_WITH_SDF
- shader_versions.push_back(""); // SHADER_VERSION_COLOR_PASS
- shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n"); // SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR
- shader_versions.push_back("\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS
- shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR
+ shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_DEPTH_PASS_MULTIVIEW
+ shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW
+ shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW
+
+ Vector<String> color_pass_flags = {
+ "\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++) {
+ String version = "";
+ for (int j = 0; (1 << j) < SHADER_COLOR_PASS_FLAG_COUNT; j += 1) {
+ if ((1 << j) & i) {
+ version += color_pass_flags[j];
+ }
+ }
+ shader_versions.push_back(version);
+ }
shader.initialize(shader_versions, p_defines);
+
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_MULTIVIEW, false);
+ shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW, false);
+ shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW, false);
+ // TODO Add a way to enable/disable color pass flags
+ }
}
- storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
- storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs);
+ valid_color_pass_pipelines.insert(0);
+
+ 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_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_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::MaterialStorage::SHADER_TYPE_3D, _create_shader_funcs);
+ material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_material_funcs);
{
//shader compiler
- ShaderCompilerRD::DefaultIdentifierActions actions;
+ ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["WORLD_MATRIX"] = "world_matrix";
- actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
- actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
- actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
+ actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
+ actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
+ actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
- actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
+ actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions.renames["MODELVIEW_MATRIX"] = "modelview";
actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
@@ -517,6 +636,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["COLOR"] = "color_interp";
actions.renames["POINT_SIZE"] = "gl_PointSize";
actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["VERTEX_ID"] = "gl_VertexIndex";
actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
@@ -525,7 +645,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
//builtins
- actions.renames["TIME"] = "scene_data.time";
+ actions.renames["TIME"] = "global_time";
actions.renames["PI"] = _MKSTR(Math_PI);
actions.renames["TAU"] = _MKSTR(Math_TAU);
actions.renames["E"] = _MKSTR(Math_E);
@@ -543,7 +663,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["RIM"] = "rim";
actions.renames["RIM_TINT"] = "rim_tint";
actions.renames["CLEARCOAT"] = "clearcoat";
- actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
actions.renames["ANISOTROPY"] = "anisotropy";
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions.renames["SSS_STRENGTH"] = "sss_strength";
@@ -562,7 +682,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
- actions.renames["FOG"] = "custom_fog";
+ actions.renames["FOG"] = "fog";
actions.renames["RADIANCE"] = "custom_radiance";
actions.renames["IRRADIANCE"] = "custom_irradiance";
actions.renames["BONE_INDICES"] = "bone_attrib";
@@ -571,9 +691,14 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["CUSTOM1"] = "custom1_attrib";
actions.renames["CUSTOM2"] = "custom2_attrib";
actions.renames["CUSTOM3"] = "custom3_attrib";
+ actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
+
+ actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz";
+ actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
+ actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
+ actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz";
- // not implemented but need these just in case code is in the shaders
- actions.renames["VIEW_INDEX"] = "0";
+ actions.renames["VIEW_INDEX"] = "ViewIndex";
actions.renames["VIEW_MONO_LEFT"] = "0";
actions.renames["VIEW_RIGHT"] = "1";
@@ -582,7 +707,6 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT"] = "light";
actions.renames["ATTENUATION"] = "attenuation";
- actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions.renames["SPECULAR_LIGHT"] = "specular_light";
@@ -592,7 +716,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
actions.usage_defines["RIM_TINT"] = "@RIM";
actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
- actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";
actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
actions.usage_defines["AO"] = "#define AO_USED\n";
@@ -601,10 +725,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.usage_defines["UV2"] = "#define UV2_USED\n";
actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
- actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
- actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
- actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
- actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
+ actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
+ actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
+ actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";
+ actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
@@ -635,6 +759,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
+ actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
@@ -647,16 +772,12 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
- bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- if (!force_blinn) {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
+ actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
+ actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
+ actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
- actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
@@ -668,21 +789,21 @@ 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;
- actions.global_buffer_array_variable = "global_variables.data";
- actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
+ actions.global_buffer_array_variable = "global_shader_uniforms.data";
+ actions.instance_uniform_index_variable = "instances.data[instance_index_interp].instance_uniforms_ofs";
compiler.initialize(actions);
}
{
//default material and shader
- default_shader = storage->shader_allocate();
- storage->shader_initialize(default_shader);
- storage->shader_set_code(default_shader, R"(
+ default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(default_shader);
+ material_storage->shader_set_code(default_shader, R"(
// Default 3D material shader (clustered).
shader_type spatial;
@@ -697,11 +818,11 @@ void fragment() {
METALLIC = 0.2;
}
)");
- default_material = storage->material_allocate();
- storage->material_initialize(default_material);
- storage->material_set_shader(default_material, default_shader);
+ default_material = material_storage->material_allocate();
+ material_storage->material_initialize(default_material);
+ material_storage->material_set_shader(default_material, default_shader);
- MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+ MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
@@ -710,10 +831,10 @@ void fragment() {
}
{
- overdraw_material_shader = storage->shader_allocate();
- storage->shader_initialize(overdraw_material_shader);
+ overdraw_material_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(overdraw_material_shader);
// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
- storage->shader_set_code(overdraw_material_shader, R"(
+ material_storage->shader_set_code(overdraw_material_shader, R"(
// 3D editor Overdraw debug draw mode shader (clustered).
shader_type spatial;
@@ -725,11 +846,11 @@ void fragment() {
ALPHA = 0.1;
}
)");
- overdraw_material = storage->material_allocate();
- storage->material_initialize(overdraw_material);
- storage->material_set_shader(overdraw_material, overdraw_material_shader);
+ overdraw_material = material_storage->material_allocate();
+ material_storage->material_initialize(overdraw_material);
+ material_storage->material_set_shader(overdraw_material, overdraw_material_shader);
- MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D);
+ MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
overdraw_material_shader_ptr = md->shader_data;
overdraw_material_uniform_set = md->uniform_set;
}
@@ -739,7 +860,7 @@ void fragment() {
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(default_vec4_xform_buffer);
+ u.append_id(default_vec4_xform_buffer);
u.binding = 0;
uniforms.push_back(u);
@@ -763,6 +884,9 @@ void SceneShaderForwardClustered::set_default_specialization_constants(const Vec
for (int k = 0; k < SHADER_VERSION_MAX; k++) {
E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
}
+ for (int k = 0; k < PIPELINE_COLOR_PASS_FLAG_COUNT; k++) {
+ E->self()->color_pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
+ }
}
}
}
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 8d75f30a20..fa9ebde1b2 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
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,11 +28,10 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RSSR_SCENE_SHADER_FC_H
-#define RSSR_SCENE_SHADER_FC_H
+#ifndef SCENE_SHADER_FORWARD_CLUSTERED_H
+#define SCENE_SHADER_FORWARD_CLUSTERED_H
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
namespace RendererSceneRenderImplementation {
@@ -42,8 +41,6 @@ private:
static SceneShaderForwardClustered *singleton;
public:
- RendererStorageRD *storage;
-
enum ShaderVersion {
SHADER_VERSION_DEPTH_PASS,
SHADER_VERSION_DEPTH_PASS_DP,
@@ -51,14 +48,44 @@ public:
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI,
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
SHADER_VERSION_DEPTH_PASS_WITH_SDF,
+ SHADER_VERSION_DEPTH_PASS_MULTIVIEW,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW,
SHADER_VERSION_COLOR_PASS,
- SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
- SHADER_VERSION_LIGHTMAP_COLOR_PASS,
- SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
-
SHADER_VERSION_MAX
};
+ enum ShaderColorPassFlags {
+ 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_MOTION_VECTORS = 1 << 3,
+ SHADER_COLOR_PASS_FLAG_COUNT = 1 << 4
+ };
+
+ enum PipelineVersion {
+ PIPELINE_VERSION_DEPTH_PASS,
+ PIPELINE_VERSION_DEPTH_PASS_DP,
+ PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
+ PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI,
+ PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL,
+ PIPELINE_VERSION_DEPTH_PASS_WITH_SDF,
+ PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW,
+ PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW,
+ PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW,
+ PIPELINE_VERSION_COLOR_PASS,
+ PIPELINE_VERSION_MAX
+ };
+
+ enum PipelineColorPassFlags {
+ PIPELINE_COLOR_PASS_FLAG_TRANSPARENT = 1 << 0,
+ 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_MOTION_VECTORS = 1 << 4,
+ PIPELINE_COLOR_PASS_FLAG_COUNT = 1 << 5,
+ };
+
enum ShaderSpecializations {
SHADER_SPECIALIZATION_FORWARD_GI = 1 << 0,
SHADER_SPECIALIZATION_PROJECTOR = 1 << 1,
@@ -66,7 +93,7 @@ public:
SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS = 1 << 3,
};
- struct ShaderData : public RendererStorageRD::ShaderData {
+ struct ShaderData : public RendererRD::MaterialStorage::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
@@ -106,53 +133,57 @@ public:
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
};
- bool valid;
+ bool valid = false;
RID version;
- uint32_t vertex_input_mask;
- PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
+ uint32_t vertex_input_mask = 0;
+ PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_VERSION_MAX];
+ PipelineCacheRD color_pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_COLOR_PASS_FLAG_COUNT];
String path;
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
+ uint32_t ubo_size = 0;
String code;
- Map<StringName, RID> default_texture_params;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
DepthDraw depth_draw;
DepthTest depth_test;
- bool uses_point_size;
- bool uses_alpha;
- bool uses_blend_alpha;
- bool uses_alpha_clip;
- bool uses_depth_pre_pass;
- bool uses_discard;
- bool uses_roughness;
- bool uses_normal;
- bool uses_particle_trails;
-
- bool unshaded;
- bool uses_vertex;
- bool uses_sss;
- bool uses_transmittance;
- bool uses_screen_texture;
- bool uses_depth_texture;
- bool uses_normal_texture;
- bool uses_time;
- bool writes_modelview_or_projection;
- bool uses_world_coordinates;
+ bool uses_point_size = false;
+ bool uses_alpha = false;
+ bool uses_blend_alpha = false;
+ bool uses_alpha_clip = false;
+ bool uses_depth_pre_pass = false;
+ bool uses_discard = false;
+ bool uses_roughness = false;
+ bool uses_normal = false;
+ bool uses_particle_trails = false;
+
+ bool unshaded = false;
+ bool uses_vertex = false;
+ bool uses_position = false;
+ bool uses_sss = false;
+ bool uses_transmittance = false;
+ bool uses_screen_texture = false;
+ bool uses_depth_texture = false;
+ bool uses_normal_texture = false;
+ bool uses_time = false;
+ bool writes_modelview_or_projection = false;
+ bool uses_world_coordinates = false;
+ Cull cull_mode = CULL_DISABLED;
uint64_t last_pass = 0;
uint32_t index = 0;
virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+ virtual void set_path_hint(const String &p_path);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
@@ -167,14 +198,13 @@ public:
SelfList<ShaderData>::List shader_list;
- RendererStorageRD::ShaderData *_create_shader_func();
- static RendererStorageRD::ShaderData *_create_shader_funcs() {
+ RendererRD::MaterialStorage::ShaderData *_create_shader_func();
+ static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func();
}
- struct MaterialData : public RendererStorageRD::MaterialData {
- uint64_t last_frame;
- ShaderData *shader_data;
+ struct MaterialData : public RendererRD::MaterialStorage::MaterialData {
+ ShaderData *shader_data = nullptr;
RID uniform_set;
uint64_t last_pass = 0;
uint32_t index = 0;
@@ -182,17 +212,17 @@ public:
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
- virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
- RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
- static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ RendererRD::MaterialStorage::MaterialData *_create_material_func(ShaderData *p_shader);
+ static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
return static_cast<SceneShaderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}
SceneForwardClusteredShaderRD shader;
- ShaderCompilerRD compiler;
+ ShaderCompiler compiler;
RID default_shader;
RID default_material;
@@ -213,12 +243,14 @@ public:
ShaderData *overdraw_material_shader_ptr = nullptr;
Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
+ HashSet<uint32_t> valid_color_pass_pipelines;
SceneShaderForwardClustered();
~SceneShaderForwardClustered();
- void init(RendererStorageRD *p_storage, const String p_defines);
+ void init(const String p_defines);
void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
};
} // namespace RendererSceneRenderImplementation
-#endif // !RSSR_SCENE_SHADER_FM_H
+
+#endif // SCENE_SHADER_FORWARD_CLUSTERED_H
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 1b4052b622..ffd47cc163 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,6 +30,10 @@
#include "render_forward_mobile.h"
#include "core/config/project_settings.h"
+#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_server_default.h"
@@ -83,10 +87,11 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
}
}
-void RenderForwardMobile::RenderBufferDataForwardMobile::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 RenderForwardMobile::RenderBufferDataForwardMobile::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) {
clear();
msaa = p_msaa;
+ vrs = p_vrs_texture;
Size2i target_size = RD::get_singleton()->texture_size(p_target_buffer);
@@ -104,6 +109,9 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
Vector<RID> fb;
fb.push_back(p_color_buffer); // 0 - color buffer
fb.push_back(depth); // 1 - depth buffer
+ if (vrs.is_valid()) {
+ fb.push_back(vrs); // 2 - vrs texture
+ }
// Now define our subpasses
Vector<RD::FramebufferPass> passes;
@@ -112,6 +120,9 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
// re-using the same attachments
pass.color_attachments.push_back(0);
pass.depth_attachment = 1;
+ if (vrs.is_valid()) {
+ pass.vrs_attachment = 2;
+ }
// - opaque pass
passes.push_back(pass);
@@ -127,12 +138,13 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
if (!is_scaled) {
// - add blit to 2D pass
- fb.push_back(p_target_buffer); // 2 - target buffer
+ int target_buffer_id = fb.size();
+ fb.push_back(p_target_buffer); // 2/3 - target buffer
RD::FramebufferPass blit_pass;
- blit_pass.color_attachments.push_back(2);
+ blit_pass.color_attachments.push_back(target_buffer_id);
blit_pass.input_attachments.push_back(0);
- passes.push_back(blit_pass);
+ passes.push_back(blit_pass); // this doesn't need VRS
color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
} else {
@@ -154,12 +166,11 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
tf.array_layers = view_count; // create a layer for every view
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
+ const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
RD::TEXTURE_SAMPLES_1,
RD::TEXTURE_SAMPLES_2,
RD::TEXTURE_SAMPLES_4,
RD::TEXTURE_SAMPLES_8,
- RD::TEXTURE_SAMPLES_16
};
texture_samples = ts[p_msaa];
@@ -176,6 +187,9 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
Vector<RID> fb;
fb.push_back(color_msaa); // 0 - msaa color buffer
fb.push_back(depth_msaa); // 1 - msaa depth buffer
+ if (vrs.is_valid()) {
+ fb.push_back(vrs); // 2 - vrs texture
+ }
// Now define our subpasses
Vector<RD::FramebufferPass> passes;
@@ -184,18 +198,22 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
// re-using the same attachments
pass.color_attachments.push_back(0);
pass.depth_attachment = 1;
+ if (vrs.is_valid()) {
+ pass.vrs_attachment = 2;
+ }
// - opaque pass
passes.push_back(pass);
// - add sky pass
- fb.push_back(color); // 2 - color buffer
+ int color_buffer_id = fb.size();
+ fb.push_back(color); // color buffer
passes.push_back(pass); // without resolve for our 3 + 4 subpass config
{
// but with resolve for our 2 subpass config
Vector<RD::FramebufferPass> two_passes;
two_passes.push_back(pass); // opaque subpass without resolve
- pass.resolve_attachments.push_back(2);
+ pass.resolve_attachments.push_back(color_buffer_id);
two_passes.push_back(pass); // sky subpass with resolve
color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, two_passes, RenderingDevice::INVALID_ID, view_count);
@@ -214,10 +232,11 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
if (!is_scaled) {
// - add blit to 2D pass
- fb.push_back(p_target_buffer); // 3 - target buffer
+ int target_buffer_id = fb.size();
+ fb.push_back(p_target_buffer); // target buffer
RD::FramebufferPass blit_pass;
- blit_pass.color_attachments.push_back(3);
- blit_pass.input_attachments.push_back(2);
+ blit_pass.color_attachments.push_back(target_buffer_id);
+ blit_pass.input_attachments.push_back(color_buffer_id);
passes.push_back(blit_pass);
color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
@@ -290,12 +309,14 @@ bool RenderForwardMobile::_render_buffers_can_be_storage() {
}
RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+
//there should always be enough uniform buffers for render passes, otherwise bugs
ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
RenderBufferDataForwardMobile *rb = nullptr;
if (p_render_data && p_render_data->render_buffers.is_valid()) {
- rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_data->render_buffers);
+ rb = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers));
}
// default render buffer and scene state uniform set
@@ -307,7 +328,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(scene_state.uniform_buffers[p_index]);
+ u.append_id(scene_state.uniform_buffers[p_index]);
uniforms.push_back(u);
}
@@ -316,12 +337,12 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
if (p_radiance_texture.is_valid()) {
radiance_texture = p_radiance_texture;
} else {
- radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
}
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(radiance_texture);
+ u.append_id(radiance_texture);
uniforms.push_back(u);
}
@@ -331,9 +352,9 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (ref_texture.is_valid()) {
- u.ids.push_back(ref_texture);
+ u.append_id(ref_texture);
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
}
uniforms.push_back(u);
}
@@ -347,9 +368,9 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
texture = shadow_atlas_get_texture(p_render_data->shadow_atlas);
}
if (!texture.is_valid()) {
- texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
}
- u.ids.push_back(texture);
+ u.append_id(texture);
uniforms.push_back(u);
}
{
@@ -357,9 +378,9 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
- u.ids.push_back(directional_shadow_get_texture());
+ u.append_id(directional_shadow_get_texture());
} else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH));
}
uniforms.push_back(u);
}
@@ -369,16 +390,16 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
RD::Uniform u;
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.resize(scene_state.max_lightmaps);
- RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+
+ RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
if (p_render_data && i < p_render_data->lightmaps->size()) {
RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
- RID texture = storage->lightmap_get_texture(base);
- RID rd_texture = storage->texture_get_rd_texture(texture);
- u.ids.write[i] = rd_texture;
+ RID texture = RendererRD::LightStorage::get_singleton()->lightmap_get_texture(base);
+ RID rd_texture = texture_storage->texture_get_rd_texture(texture);
+ u.append_id(rd_texture);
} else {
- u.ids.write[i] = default_tex;
+ u.append_id(default_tex);
}
}
@@ -391,7 +412,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_VOXEL_GI_INSTANCESS);
- RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
if (i < (int)p_voxel_gi_instances.size()) {
RID tex = gi.voxel_gi_instance_get_texture(p_voxel_gi_instances[i]);
@@ -412,7 +433,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer;
- u.ids.push_back(cb);
+ u.append_id(cb);
uniforms.push_back(u);
}
*/
@@ -422,8 +443,8 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
- RID texture = (dbt.is_valid()) ? dbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- u.ids.push_back(texture);
+ RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
+ u.append_id(texture);
uniforms.push_back(u);
}
{
@@ -431,8 +452,8 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID();
- RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
+ RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ u.append_id(texture);
uniforms.push_back(u);
}
@@ -460,9 +481,9 @@ void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, c
Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
- RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
scene_state.lightmap_ids[i] = p_lightmaps[i];
- scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
+ scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap);
scene_state.lightmaps_used++;
}
@@ -474,16 +495,13 @@ void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, c
void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) {
RenderBufferDataForwardMobile *render_buffer = nullptr;
if (p_render_data->render_buffers.is_valid()) {
- render_buffer = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_data->render_buffers);
+ render_buffer = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers));
}
- RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment);
RENDER_TIMESTAMP("Setup 3D Scene");
- Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents();
- scene_state.ubo.viewport_size[0] = vp_he.x;
- scene_state.ubo.viewport_size[1] = vp_he.y;
scene_state.ubo.directional_light_count = 0;
+ scene_state.ubo.opaque_prepass_threshold = 0.0;
// We can only use our full subpass approach if we're:
// - not reading from SCREEN_TEXTURE/DEPTH_TEXTURE
@@ -521,7 +539,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES].is_null()) {
// can't do blit subpass
using_subpass_post_process = false;
- } else if (env && (env->glow_enabled || env->auto_exposure || camera_effects_uses_dof(p_render_data->camera_effects))) {
+ } else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || environment_get_auto_exposure(p_render_data->environment) || camera_effects_uses_dof(p_render_data->camera_effects))) {
// can't do blit subpass
using_subpass_post_process = false;
}
@@ -549,9 +567,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
- if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ if (RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
p_render_data->environment = RID(); //no environment on interiors
- env = nullptr;
}
reverse_cull = true;
@@ -561,6 +578,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
ERR_FAIL(); //bug?
}
+ scene_state.ubo.viewport_size[0] = screen_size.x;
+ scene_state.ubo.viewport_size[1] = screen_size.y;
+
RD::get_singleton()->draw_command_begin_label("Render Setup");
_setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform);
@@ -590,9 +610,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
/*
- if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
+ if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
- storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
}
*/
} break;
@@ -602,9 +622,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
/*
- if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
+ if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
- storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
}
*/
} break;
@@ -626,18 +646,18 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
RD::get_singleton()->draw_command_begin_label("Setup Sky");
- CameraMatrix projection = p_render_data->cam_projection;
+ Projection projection = p_render_data->cam_projection;
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
projection = correction * p_render_data->cam_projection;
}
- sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this);
- RID sky_rid = env->sky;
+ RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
- sky.update(env, projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
+ sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -653,23 +673,24 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (draw_sky || draw_sky_fog_only) {
// !BAS! @TODO See if we can limit doing some things double and maybe even move this into _pre_opaque_render
// and change Forward Clustered in the same way as we have here (but without using subpasses)
- RENDER_TIMESTAMP("Setup Sky resolution buffers");
+ RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
- RD::get_singleton()->draw_command_begin_label("Setup Sky resolution buffers");
+ RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_render_data->cam_projection;
- sky.update_res_buffers(env, 1, &projection, p_render_data->cam_transform, time);
+ Projection projection = correction * p_render_data->cam_projection;
+ sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->cam_transform, time);
} else {
- sky.update_res_buffers(env, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ sky.update_res_buffers(p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
}
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
}
- _pre_opaque_render(p_render_data, false, false, RID(), RID());
+ RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS];
+ _pre_opaque_render(p_render_data, false, false, false, nullrids, RID(), nullrids);
uint32_t spec_constant_base_flags = 0;
@@ -684,7 +705,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
}
- if (!is_environment(p_render_data->environment) || environment_is_fog_enabled(p_render_data->environment)) {
+ if (!is_environment(p_render_data->environment) || environment_get_fog_enabled(p_render_data->environment)) {
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
}
}
@@ -719,10 +740,10 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
{
// regular forward for now
Vector<Color> c;
- c.push_back(clear_color.to_linear()); // our render buffer
+ c.push_back(clear_color.srgb_to_linear()); // our render buffer
if (render_buffer) {
if (render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- c.push_back(clear_color.to_linear()); // our resolve buffer
+ c.push_back(clear_color.srgb_to_linear()); // our resolve buffer
}
if (using_subpass_post_process) {
c.push_back(Color()); // our 2D buffer we're copying into
@@ -730,14 +751,17 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, 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_lod_threshold, p_render_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, 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_params.framebuffer_format = fb_format;
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderList"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
} else {
//single threaded
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
@@ -753,12 +777,12 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_render_data->cam_projection;
- sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
+ Projection projection = correction * p_render_data->cam_projection;
+ sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
} else {
- sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
+ sky.draw(draw_list, p_render_data->environment, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
}
RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
@@ -794,15 +818,17 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (using_subpass_transparent) {
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(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(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, 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_lod_threshold, p_render_data->view_count);
+ 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(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, 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_params.framebuffer_format = fb_format;
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_switch_to_next_pass_split(thread_draw_lists.size(), thread_draw_lists.ptr());
render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
} else {
//single threaded
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
@@ -831,14 +857,16 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// _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);
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(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(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, 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_lod_threshold, p_render_data->view_count);
+ 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(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, 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_params.framebuffer_format = fb_format;
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), 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);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
} else {
//single threaded
@@ -877,7 +905,7 @@ void RenderForwardMobile::_render_shadow_begin() {
render_list[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
+void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -898,13 +926,14 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
render_data.lod_distance_multiplier = p_lod_distance_multiplier;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
+ scene_state.ubo.opaque_prepass_threshold = 0.1;
_setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
- render_data.screen_lod_threshold = 0.0;
+ render_data.screen_mesh_lod_threshold = 0.0;
} else {
- render_data.screen_lod_threshold = p_screen_lod_threshold;
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
@@ -929,7 +958,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
shadow_pass.camera_plane = p_camera_plane;
- shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold;
+ shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold;
shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier;
shadow_pass.framebuffer = p_framebuffer;
@@ -958,7 +987,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
- RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -970,15 +999,16 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
/* */
-void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
- RENDER_TIMESTAMP("Setup Rendering Material");
+void RenderForwardMobile::_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) {
+ RENDER_TIMESTAMP("Setup Rendering 3D Material");
- RD::get_singleton()->draw_command_begin_label("Render Material");
+ RD::get_singleton()->draw_command_begin_label("Render 3D Material");
_update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = false;
+ scene_state.ubo.opaque_prepass_threshold = 0.0f;
RenderDataRD render_data;
render_data.cam_projection = p_cam_projection;
@@ -995,17 +1025,18 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
- RENDER_TIMESTAMP("Render Material");
+ RENDER_TIMESTAMP("Render 3D Material");
{
RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, 0);
//regular forward for now
- Vector<Color> clear;
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
+ Vector<Color> clear = {
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0)
+ };
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
RD::get_singleton()->draw_list_end();
@@ -1014,7 +1045,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering UV2");
RD::get_singleton()->draw_command_begin_label("Render UV2");
@@ -1036,17 +1067,19 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
- RENDER_TIMESTAMP("Render Material");
+ RENDER_TIMESTAMP("Render 3D Material");
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true, 0);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true, false);
//regular forward for now
- Vector<Color> clear;
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
- clear.push_back(Color(0, 0, 0, 0));
+ Vector<Color> clear = {
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0),
+ Color(0, 0, 0, 0)
+ };
+
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
const int uv_offset_count = 9;
@@ -1079,17 +1112,18 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+void RenderForwardMobile::_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) {
// we don't do GI in low end..
}
-void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
- RENDER_TIMESTAMP("Setup Render Collider Heightfield");
+void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) {
+ RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
_update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
+ scene_state.ubo.opaque_prepass_threshold = 0.0;
RenderDataRD render_data;
render_data.cam_projection = p_cam_projection;
@@ -1127,35 +1161,39 @@ void RenderForwardMobile::_base_uniforms_changed() {
}
void RenderForwardMobile::_update_render_base_uniform_set() {
- if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
+ RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
+ if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version())) {
if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
}
// This is all loaded into set 0
- lightmap_texture_array_version = storage->lightmap_array_get_version();
+ lightmap_texture_array_version = light_storage->lightmap_array_get_version();
Vector<RD::Uniform> uniforms;
{
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 1;
- u.ids.resize(12);
- RID *ids_ptr = u.ids.ptrw();
- ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ Vector<RID> ids;
+ ids.resize(12);
+ RID *ids_ptr = ids.ptrw();
+ ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+
+ RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
+
uniforms.push_back(u);
}
@@ -1163,7 +1201,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(scene_shader.shadow_sampler);
+ u.append_id(scene_shader.shadow_sampler);
uniforms.push_back(u);
}
@@ -1174,23 +1212,26 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RID sampler;
switch (decals_get_filter()) {
case RS::DECAL_FILTER_NEAREST: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- } break;
- case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: {
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
- u.ids.push_back(sampler);
+ u.append_id(sampler);
uniforms.push_back(u);
}
@@ -1201,23 +1242,26 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RID sampler;
switch (light_projectors_get_filter()) {
case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- } break;
- case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: {
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
- sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
- u.ids.push_back(sampler);
+ u.append_id(sampler);
uniforms.push_back(u);
}
@@ -1225,14 +1269,14 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_omni_light_buffer());
+ u.append_id(get_omni_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_spot_light_buffer());
+ u.append_id(get_spot_light_buffer());
uniforms.push_back(u);
}
@@ -1240,51 +1284,51 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_reflection_probe_buffer());
+ u.append_id(get_reflection_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(get_directional_light_buffer());
+ u.append_id(get_directional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.lightmap_buffer);
+ u.append_id(scene_state.lightmap_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.lightmap_capture_buffer);
+ u.append_id(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID decal_atlas = storage->decal_atlas_get_texture();
- u.ids.push_back(decal_atlas);
+ RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
+ u.append_id(decal_atlas);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID decal_atlas = storage->decal_atlas_get_texture_srgb();
- u.ids.push_back(decal_atlas);
+ RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_srgb();
+ u.append_id(decal_atlas);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_decal_buffer());
+ u.append_id(get_decal_buffer());
uniforms.push_back(u);
}
@@ -1292,7 +1336,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 14;
- u.ids.push_back(storage->global_variables_get_storage_buffer());
+ u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
uniforms.push_back(u);
}
@@ -1308,6 +1352,10 @@ RID RenderForwardMobile::_render_buffers_get_normal_texture(RID p_render_buffers
return RID();
}
+RID RenderForwardMobile::_render_buffers_get_velocity_texture(RID p_render_buffers) {
+ return RID();
+}
+
_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
@@ -1315,6 +1363,8 @@ _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primit
}
void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append) {
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+
if (p_render_list == RENDER_LIST_OPAQUE) {
scene_state.used_sss = false;
scene_state.used_screen_texture = false;
@@ -1323,7 +1373,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
}
uint32_t lightmap_captures_used = 0;
- Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ Plane near_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
near_plane.d += p_render_data->cam_projection.get_z_near();
float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
@@ -1404,7 +1454,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
// LOD
- if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
+ if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
//lod
Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
@@ -1423,8 +1473,12 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
distance = -distance_max;
}
+ if (p_render_data->cam_orthogonal) {
+ distance = 1.0;
+ }
+
uint32_t indices;
- surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices);
+ surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices);
if (p_render_data->render_info) {
indices = _indices_to_primitives(surf->primitive, indices);
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
@@ -1436,25 +1490,25 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
} else {
surf->lod_index = 0;
if (p_render_data->render_info) {
- uint32_t to_draw = storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
to_draw = _indices_to_primitives(surf->primitive, to_draw);
to_draw *= inst->instance_count;
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
- p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
} else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
- p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
}
}
}
// ADD Element
- if (p_pass_mode == PASS_MODE_COLOR) {
+ if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
#ifdef DEBUG_ENABLED
bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
#else
bool force_alpha = false;
#endif
- if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) {
+ if (!force_alpha && (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
rl->add_element(surf);
}
if (force_alpha || (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
@@ -1500,22 +1554,27 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
// This populates our UBO with main scene data that is pushed into set 1
- //CameraMatrix projection = p_render_data->cam_projection;
+ //Projection projection = p_render_data->cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(p_flip_y);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
//store camera into ubo
- RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
- RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
+ RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
+ RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
projection = correction * p_render_data->view_projection[v];
- RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
- RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+
+ scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
+ scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
+ scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
+ scene_state.ubo.eye_offset[v][3] = 0.0;
}
scene_state.ubo.z_far = p_render_data->z_far;
@@ -1523,10 +1582,10 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.pancake_shadows = p_pancake_shadows;
- RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
@@ -1552,7 +1611,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.fog_enabled = false;
if (p_render_data->render_buffers.is_valid()) {
- RenderBufferDataForwardMobile *render_buffers = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_data->render_buffers);
+ RenderBufferDataForwardMobile *render_buffers = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers));
if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
scene_state.ubo.gi_upscale_for_msaa = true;
}
@@ -1599,7 +1658,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
//ambient
if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
- color = color.to_linear();
+ color = color.srgb_to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
@@ -1608,15 +1667,15 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.use_ambient_cubemap = false;
} else {
float energy = environment_get_ambient_light_energy(p_render_data->environment);
- Color color = environment_get_ambient_light_color(p_render_data->environment);
- color = color.to_linear();
+ Color color = environment_get_ambient_light(p_render_data->environment);
+ color = color.srgb_to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
Basis sky_transform = environment_get_sky_orientation(p_render_data->environment);
sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
- RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
+ RendererRD::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
@@ -1630,26 +1689,17 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.use_reflection_cubemap = false;
}
- scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment);
- scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment);
- scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment);
+ scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_get_ssao_enabled(p_render_data->environment);
+ scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_channel_affect(p_render_data->environment);
+ scene_state.ubo.ssao_light_affect = environment_get_ssao_direct_light_affect(p_render_data->environment);
- Color ao_color = environment_get_ao_color(p_render_data->environment).to_linear();
- scene_state.ubo.ao_color[0] = ao_color.r;
- scene_state.ubo.ao_color[1] = ao_color.g;
- scene_state.ubo.ao_color[2] = ao_color.b;
- scene_state.ubo.ao_color[3] = ao_color.a;
-
- scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment);
+ scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment);
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
- if (scene_state.ubo.fog_height_density >= 0.0001) {
- scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
- }
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
- Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
+ Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
float fog_energy = environment_get_fog_light_energy(p_render_data->environment);
scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
@@ -1659,12 +1709,12 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment);
} else {
- if (p_render_data->reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ if (p_render_data->reflection_probe.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
scene_state.ubo.use_ambient_light = false;
} else {
scene_state.ubo.use_ambient_light = true;
Color clear_color = p_default_bg_color;
- clear_color = clear_color.to_linear();
+ clear_color = clear_color.srgb_to_linear();
scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
@@ -1732,7 +1782,7 @@ void RenderForwardMobile::_render_list(RenderingDevice::DrawListID p_draw_list,
void RenderForwardMobile::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
uint32_t render_total = p_params->element_count;
- uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
uint32_t render_from = p_thread * render_total / total_threads;
uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
@@ -1744,9 +1794,11 @@ void RenderForwardMobile::_render_list_with_threads(RenderListParameters *p_para
if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, p_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
RD::get_singleton()->draw_list_end(p_params->barrier);
} else {
//single threaded
@@ -1809,6 +1861,8 @@ void RenderForwardMobile::_fill_push_constant_instance_indices(GeometryInstanceF
template <RenderForwardMobile::PassMode p_pass_mode>
void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+
RD::DrawListID draw_list = p_draw_list;
RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
@@ -1831,21 +1885,25 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
const RenderElementInfo &element_info = p_params->element_info[i];
const GeometryInstanceForwardMobile *inst = surf->owner;
+ if (inst->instance_count == 0) {
+ continue;
+ }
+
uint32_t base_spec_constants = p_params->spec_constant_base_flags;
// GeometryInstanceForwardMobile::PushConstant push_constant = inst->push_constant;
GeometryInstanceForwardMobile::PushConstant push_constant;
if (inst->store_transform_cache) {
- RendererStorageRD::store_transform(inst->transform, push_constant.transform);
+ RendererRD::MaterialStorage::store_transform(inst->transform, push_constant.transform);
} else {
- RendererStorageRD::store_transform(Transform3D(), push_constant.transform);
+ RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform);
}
push_constant.flags = inst->flags_cache;
push_constant.gi_offset = inst->gi_offset_cache;
push_constant.layer_mask = inst->layer_mask;
- push_constant.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
+ push_constant.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset);
if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
// abuse lightmap_uv_scale[0] here, should not be needed here
@@ -1947,12 +2005,12 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
//skeleton and blend shape
if (surf->owner->mesh_instance.is_valid()) {
- storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
} else {
- storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
}
- index_array_rd = storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
+ index_array_rd = mesh_storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
if (prev_vertex_array_rd != vertex_array_rd) {
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
@@ -1982,7 +2040,7 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
if (material_uniform_set != prev_material_uniform_set) {
// Update uniform set.
- if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
+ if (material_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
}
@@ -2002,8 +2060,8 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
/* Geometry instance */
-RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) {
- RS::InstanceType type = storage->get_base_type(p_base);
+RenderGeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) {
+ RS::InstanceType type = RSG::utilities->get_base_type(p_base);
ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
GeometryInstanceForwardMobile *ginstance = geometry_instance_alloc.alloc();
@@ -2012,147 +2070,36 @@ RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_cr
ginstance->data->base = p_base;
ginstance->data->base_type = type;
- _geometry_instance_mark_dirty(ginstance);
+ ginstance->_mark_dirty();
return ginstance;
}
-void RenderForwardMobile::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->skeleton = p_skeleton;
-
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-
-void RenderForwardMobile::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->material_override = p_override;
+void RenderForwardMobile::GeometryInstanceForwardMobile::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ lightmap_instance = p_lightmap_instance;
+ lightmap_uv_scale = p_lightmap_uv_scale;
+ lightmap_slice_index = p_lightmap_slice_index;
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-
-void RenderForwardMobile::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->surface_materials = p_materials;
-
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-
-void RenderForwardMobile::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->mesh_instance = p_mesh_instance;
-
- _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardMobile::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->transform = p_transform;
- ginstance->mirror = p_transform.basis.determinant() < 0;
- ginstance->data->aabb = p_aabb;
- ginstance->transformed_aabb = p_transformed_aabb;
-
- Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
- // handle non uniform scale here
-
- float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
- float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
- ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
-
- ginstance->lod_model_scale = max_scale;
-}
-
-void RenderForwardMobile::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->layer_mask = p_layer_mask;
+ _mark_dirty();
}
-void RenderForwardMobile::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->lod_bias = p_lod_bias;
-}
-
-void RenderForwardMobile::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->use_baked_light = p_enable;
-
- _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardMobile::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
- // !BAS! do we support this in mobile?
- // GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- // ERR_FAIL_COND(!ginstance);
- // ginstance->data->use_dynamic_gi = p_enable;
- // _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardMobile::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->lightmap_instance = p_lightmap_instance;
- ginstance->lightmap_uv_scale = p_lightmap_uv_scale;
- ginstance->lightmap_slice_index = p_lightmap_slice_index;
- _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardMobile::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
+void RenderForwardMobile::GeometryInstanceForwardMobile::set_lightmap_capture(const Color *p_sh9) {
if (p_sh9) {
- if (ginstance->lightmap_sh == nullptr) {
- ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
+ if (lightmap_sh == nullptr) {
+ lightmap_sh = RenderForwardMobile::get_singleton()->geometry_instance_lightmap_sh.alloc();
}
- memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
} else {
- if (ginstance->lightmap_sh != nullptr) {
- geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
- ginstance->lightmap_sh = nullptr;
+ if (lightmap_sh != nullptr) {
+ RenderForwardMobile::get_singleton()->geometry_instance_lightmap_sh.free(lightmap_sh);
+ lightmap_sh = nullptr;
}
}
- _geometry_instance_mark_dirty(ginstance);
+ _mark_dirty();
}
-void RenderForwardMobile::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->shader_parameters_offset = p_offset;
- _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardMobile::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->data->cast_double_sided_shadows = p_enable;
- _geometry_instance_mark_dirty(ginstance);
-}
-
-Transform3D RenderForwardMobile::geometry_instance_get_transform(GeometryInstance *p_instance) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance);
- ERR_FAIL_COND_V(!ginstance, Transform3D());
- return ginstance->transform;
-}
-
-AABB RenderForwardMobile::geometry_instance_get_aabb(GeometryInstance *p_instance) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance);
- ERR_FAIL_COND_V(!ginstance, AABB());
- return ginstance->data->aabb;
-}
-
-void RenderForwardMobile::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+void RenderForwardMobile::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) {
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
if (ginstance->lightmap_sh != nullptr) {
@@ -2172,26 +2119,23 @@ uint32_t RenderForwardMobile::geometry_instance_get_pair_mask() {
return ((1 << RS::INSTANCE_LIGHT) + (1 << RS::INSTANCE_REFLECTION_PROBE) + (1 << RS::INSTANCE_DECAL));
}
-void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->omni_light_count = 0;
- ginstance->spot_light_count = 0;
+void RenderForwardMobile::GeometryInstanceForwardMobile::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) {
+ omni_light_count = 0;
+ spot_light_count = 0;
for (uint32_t i = 0; i < p_light_instance_count; i++) {
- RS::LightType type = light_instance_get_type(p_light_instances[i]);
+ RS::LightType type = RenderForwardMobile::get_singleton()->light_instance_get_type(p_light_instances[i]);
switch (type) {
case RS::LIGHT_OMNI: {
- if (ginstance->omni_light_count < (uint32_t)MAX_RDL_CULL) {
- ginstance->omni_lights[ginstance->omni_light_count] = light_instance_get_forward_id(p_light_instances[i]);
- ginstance->omni_light_count++;
+ if (omni_light_count < (uint32_t)MAX_RDL_CULL) {
+ omni_lights[omni_light_count] = RenderForwardMobile::get_singleton()->light_instance_get_forward_id(p_light_instances[i]);
+ omni_light_count++;
}
} break;
case RS::LIGHT_SPOT: {
- if (ginstance->spot_light_count < (uint32_t)MAX_RDL_CULL) {
- ginstance->spot_lights[ginstance->spot_light_count] = light_instance_get_forward_id(p_light_instances[i]);
- ginstance->spot_light_count++;
+ if (spot_light_count < (uint32_t)MAX_RDL_CULL) {
+ spot_lights[spot_light_count] = RenderForwardMobile::get_singleton()->light_instance_get_forward_id(p_light_instances[i]);
+ spot_light_count++;
}
} break;
default:
@@ -2200,61 +2144,49 @@ void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstanc
}
}
-void RenderForwardMobile::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL;
- for (uint32_t i = 0; i < ginstance->reflection_probe_count; i++) {
- ginstance->reflection_probes[i] = reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]);
+void RenderForwardMobile::GeometryInstanceForwardMobile::pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
+ reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < reflection_probe_count; i++) {
+ reflection_probes[i] = RenderForwardMobile::get_singleton()->reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]);
}
}
-void RenderForwardMobile::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL;
- for (uint32_t i = 0; i < ginstance->decals_count; i++) {
- ginstance->decals[i] = decal_instance_get_forward_id(p_decal_instances[i]);
+void RenderForwardMobile::GeometryInstanceForwardMobile::pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+ decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < decals_count; i++) {
+ decals[i] = RenderForwardMobile::get_singleton()->decal_instance_get_forward_id(p_decal_instances[i]);
}
}
-void RenderForwardMobile::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
- // We do not have this here!
-}
-
-void RenderForwardMobile::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->use_projector = p_projector;
- ginstance->use_soft_shadow = p_softshadow;
+void RenderForwardMobile::GeometryInstanceForwardMobile::set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) {
+ use_projector = p_projector;
+ use_soft_shadow = p_softshadow;
}
-void RenderForwardMobile::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- if (ginstance->dirty_list_element.in_list()) {
+void RenderForwardMobile::GeometryInstanceForwardMobile::_mark_dirty() {
+ if (dirty_list_element.in_list()) {
return;
}
//clear surface caches
- GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+ GeometryInstanceSurfaceDataCache *surf = surface_caches;
while (surf) {
GeometryInstanceSurfaceDataCache *next = surf->next;
- geometry_instance_surface_alloc.free(surf);
+ RenderForwardMobile::get_singleton()->geometry_instance_surface_alloc.free(surf);
surf = next;
}
- ginstance->surface_caches = nullptr;
+ surface_caches = nullptr;
- geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
+ RenderForwardMobile::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element);
}
void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+
bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
- bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
+ bool has_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha);
bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
bool has_alpha = has_base_alpha || has_blend_alpha;
@@ -2299,14 +2231,14 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
SceneShaderForwardMobile::MaterialData *material_shadow = nullptr;
void *surface_shadow = nullptr;
- if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
- material_shadow = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+ material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
- RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);
+ RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh);
if (shadow_mesh.is_valid()) {
- surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface);
+ surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface);
}
} else {
@@ -2319,12 +2251,12 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
sdcache->shader = p_material->shader_data;
sdcache->material_uniform_set = p_material->uniform_set;
- sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface);
- sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface);
+ sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface);
+ sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface);
sdcache->surface_index = p_surface;
if (ginstance->data->dirty_dependencies) {
- storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
}
//shadow
@@ -2352,7 +2284,27 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
sdcache->sort.priority = p_material->priority;
}
+void RenderForwardMobile::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh) {
+ SceneShaderForwardMobile::MaterialData *material = p_material;
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, p_mat_src.get_local_index(), material_storage->material_get_shader_id(p_mat_src), p_mesh);
+
+ while (material->next_pass.is_valid()) {
+ RID next_pass = material->next_pass;
+ material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::MaterialStorage::SHADER_TYPE_3D));
+ if (!material || !material->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ material_storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), material_storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
RID m_src;
m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
@@ -2360,7 +2312,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward
SceneShaderForwardMobile::MaterialData *material = nullptr;
if (m_src.is_valid()) {
- material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
+ material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -2368,31 +2320,34 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward
if (material) {
if (ginstance->data->dirty_dependencies) {
- storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
}
} else {
- material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+ material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
m_src = scene_shader.default_material;
}
ERR_FAIL_COND(!material);
- _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
+ _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh);
- while (material->next_pass.is_valid()) {
- RID next_pass = material->next_pass;
- material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- break;
- }
- if (ginstance->data->dirty_dependencies) {
- storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ if (ginstance->data->material_overlay.is_valid()) {
+ m_src = ginstance->data->material_overlay;
+
+ material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D));
+ if (material && material->shader_data->valid) {
+ if (ginstance->data->dirty_dependencies) {
+ material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+
+ _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh);
}
- _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
}
}
-void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+void RenderForwardMobile::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) {
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+ RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
if (ginstance->data->dirty_dependencies) {
@@ -2406,7 +2361,7 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
uint32_t surface_count;
RID mesh = ginstance->data->base;
- materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (materials) {
//if no materials, no surfaces.
const RID *inst_materials = ginstance->data->surface_materials.ptr();
@@ -2423,25 +2378,25 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
} break;
case RS::INSTANCE_MULTIMESH: {
- RID mesh = storage->multimesh_get_mesh(ginstance->data->base);
+ RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base);
if (mesh.is_valid()) {
const RID *materials = nullptr;
uint32_t surface_count;
- materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (materials) {
for (uint32_t j = 0; j < surface_count; j++) {
_geometry_instance_add_surface(ginstance, j, materials[j], mesh);
}
}
- ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base);
}
} break;
#if 0
case RS::INSTANCE_IMMEDIATE: {
- RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
+ RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.get_or_null(inst->base);
ERR_CONTINUE(!immediate);
_add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
@@ -2449,10 +2404,10 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
} break;
#endif
case RS::INSTANCE_PARTICLES: {
- int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
+ int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base);
for (int j = 0; j < draw_passes; j++) {
- RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
+ RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
if (!mesh.is_valid()) {
continue;
}
@@ -2460,7 +2415,7 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
const RID *materials = nullptr;
uint32_t surface_count;
- materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (materials) {
for (uint32_t k = 0; k < surface_count; k++) {
_geometry_instance_add_surface(ginstance, k, materials[k], mesh);
@@ -2468,7 +2423,7 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
}
}
- ginstance->instance_count = storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
+ ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
} break;
@@ -2483,17 +2438,17 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
- if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
+ if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
}
- if (storage->multimesh_uses_colors(ginstance->data->base)) {
+ if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
}
- if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
+ if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
}
- ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
@@ -2507,16 +2462,16 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
//for particles, stride is the trail size
ginstance->base_flags |= (ginstance->trail_steps << INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT);
- if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
+ if (!particles_storage->particles_is_using_local_coords(ginstance->data->base)) {
store_transform = false;
}
- ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ ginstance->transforms_uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
- if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
- ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) {
+ ginstance->transforms_uniform_set = mesh_storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
if (ginstance->data->dirty_dependencies) {
- storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
+ mesh_storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
}
}
}
@@ -2537,19 +2492,19 @@ void RenderForwardMobile::_update_dirty_geometry_instances() {
}
}
-void RenderForwardMobile::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+void RenderForwardMobile::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) {
switch (p_notification) {
- case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
- case RendererStorage::DEPENDENCY_CHANGED_MESH:
- case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
- case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
- static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ case Dependency::DEPENDENCY_CHANGED_MATERIAL:
+ case Dependency::DEPENDENCY_CHANGED_MESH:
+ case Dependency::DEPENDENCY_CHANGED_PARTICLES:
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
+ case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
} break;
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata);
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
- ginstance->instance_count = static_cast<RenderForwardMobile *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ ginstance->instance_count = RendererRD::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base);
}
} break;
default: {
@@ -2557,8 +2512,8 @@ void RenderForwardMobile::_geometry_instance_dependency_changed(RendererStorage:
} break;
}
}
-void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
- static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) {
+ static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
}
/* misc */
@@ -2609,12 +2564,18 @@ void RenderForwardMobile::_update_shader_quality_settings() {
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
sc.constant_id = SPEC_CONSTANT_DECAL_USE_MIPMAPS;
- sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+ sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS ||
+ decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS ||
+ decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC ||
+ decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
spec_constants.push_back(sc);
sc.constant_id = SPEC_CONSTANT_PROJECTOR_USE_MIPMAPS;
- sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+ sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS ||
+ light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS ||
+ light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC ||
+ light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
spec_constants.push_back(sc);
@@ -2623,8 +2584,7 @@ void RenderForwardMobile::_update_shader_quality_settings() {
_base_uniforms_changed(); //also need this
}
-RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
- RendererSceneRenderRD(p_storage) {
+RenderForwardMobile::RenderForwardMobile() {
singleton = this;
sky.set_texture_format(_render_buffers_get_color_format());
@@ -2656,7 +2616,7 @@ RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
}
- scene_shader.init(p_storage, defines);
+ scene_shader.init(defines);
// !BAS! maybe we need a mobile version of this setting?
render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 38f80c5347..4a7112eb81 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,14 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
-#define RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+#ifndef RENDER_FORWARD_MOBILE_H
+#define RENDER_FORWARD_MOBILE_H
#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
namespace RendererSceneRenderImplementation {
@@ -131,12 +131,14 @@ protected:
RID depth_msaa;
// RID normal_roughness_buffer_msaa;
+ RID vrs;
+
RID color_fbs[FB_CONFIG_MAX];
int width, height;
uint32_t view_count;
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 p_vrs_texture);
~RenderBufferDataForwardMobile();
};
@@ -158,7 +160,7 @@ protected:
// PASS_MODE_SDF,
};
- struct GeometryInstanceForwardMobile;
+ class GeometryInstanceForwardMobile;
struct GeometryInstanceSurfaceDataCache;
struct RenderElementInfo;
@@ -176,13 +178,13 @@ protected:
Plane lod_plane;
uint32_t spec_constant_base_flags = 0;
float lod_distance_multiplier = 0.0;
- float screen_lod_threshold = 0.0;
+ float screen_mesh_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
uint32_t barrier = RD::BARRIER_MASK_ALL;
uint32_t subpass = 0;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -195,7 +197,7 @@ protected:
uv_offset = p_uv_offset;
lod_plane = p_lod_plane;
lod_distance_multiplier = p_lod_distance_multiplier;
- screen_lod_threshold = p_screen_lod_threshold;
+ screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
barrier = p_barrier;
spec_constant_base_flags = p_spec_constant_base_flags;
@@ -210,20 +212,21 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_shadow_begin() override;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) 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;
+ virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ 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) override;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override;
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
virtual void _base_uniforms_changed() override;
void _update_render_base_uniform_set();
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override;
+ virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) override;
void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false);
void _fill_element_info(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1);
@@ -254,11 +257,12 @@ protected:
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
- float camera_matrix[16];
- float inv_camera_matrix[16];
+ float inv_view_matrix[16];
+ float view_matrix[16];
float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+ float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
float viewport_size[2];
float screen_pixel_size[2];
@@ -292,9 +296,8 @@ protected:
float roughness_limiter_amount;
float roughness_limiter_limit;
- uint32_t roughness_limiter_pad[2];
-
- float ao_color[4];
+ float opaque_prepass_threshold;
+ uint32_t roughness_limiter_pad;
// Fog
uint32_t fog_enabled;
@@ -329,7 +332,7 @@ protected:
uint32_t max_lightmaps;
RID lightmap_buffer;
- LightmapCaptureData *lightmap_captures;
+ LightmapCaptureData *lightmap_captures = nullptr;
uint32_t max_lightmap_captures;
RID lightmap_capture_buffer;
@@ -347,7 +350,7 @@ protected:
RID rp_uniform_set;
Plane camera_plane;
float lod_distance_multiplier;
- float screen_lod_threshold;
+ float screen_mesh_lod_threshold;
RID framebuffer;
RD::InitialAction initial_depth_action;
@@ -515,14 +518,8 @@ protected:
GeometryInstanceForwardMobile *owner = nullptr;
};
- // !BAS! GeometryInstanceForwardClustered and GeometryInstanceForwardMobile will likely have a lot of overlap
- // may need to think about making this its own class like GeometryInstanceRD?
-
- struct GeometryInstanceForwardMobile : public GeometryInstance {
- // setup
- uint32_t base_flags = 0;
- uint32_t flags_cache = 0;
-
+ class GeometryInstanceForwardMobile : public RenderGeometryInstanceBase {
+ public:
// this structure maps to our push constant in our shader and is populated right before our draw call
struct PushConstant {
float transform[16];
@@ -540,28 +537,18 @@ protected:
// PushConstant push_constant; // we populate this from our instance data
//used during rendering
- uint32_t layer_mask = 1;
RID transforms_uniform_set;
- float depth = 0;
- bool mirror = false;
bool use_projector = false;
bool use_soft_shadow = false;
- Transform3D transform;
bool store_transform_cache = true; // if true we copy our transform into our PushConstant, if false we use our transforms UBO and clear our PushConstants transform
- bool non_uniform_scale = false;
- AABB transformed_aabb; //needed for LOD
- float lod_bias = 0.0;
- float lod_model_scale = 1.0;
- int32_t shader_parameters_offset = -1;
uint32_t instance_count = 0;
uint32_t trail_steps = 1;
- RID mesh_instance;
// lightmap
uint32_t gi_offset_cache = 0; // !BAS! Should rename this to lightmap_offset_cache, in forward clustered this was shared between gi and lightmap
- uint32_t lightmap_slice_index;
- Rect2 lightmap_uv_scale;
RID lightmap_instance;
+ Rect2 lightmap_uv_scale;
+ uint32_t lightmap_slice_index;
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
// culled light info
@@ -579,29 +566,20 @@ protected:
// do we use this?
SelfList<GeometryInstanceForwardMobile> dirty_list_element;
- struct Data {
- //data used less often goes into regular heap
- RID base;
- RS::InstanceType base_type;
-
- RID skeleton;
- Vector<RID> surface_materials;
- RID material_override;
- AABB aabb;
+ GeometryInstanceForwardMobile() :
+ dirty_list_element(this) {}
- bool use_baked_light = false;
- bool cast_double_sided_shadows = false;
- // bool mirror = false; // !BAS! Does not seem used, we already have this in the main struct
+ virtual void _mark_dirty() override;
- bool dirty_dependencies = false;
+ virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
+ virtual void set_lightmap_capture(const Color *p_sh9) override;
- RendererStorage::DependencyTracker dependency_tracker;
- };
+ virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override;
+ virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
+ virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
+ virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {}
- Data *data = nullptr;
-
- GeometryInstanceForwardMobile() :
- dirty_list_element(this) {}
+ virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override;
};
_FORCE_INLINE_ void _fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance);
@@ -609,10 +587,12 @@ protected:
void _update_shader_quality_settings() override;
public:
+ static RenderForwardMobile *get_singleton() { return singleton; }
+
virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth) override;
- static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
- static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
SelfList<GeometryInstanceForwardMobile>::List geometry_instance_dirty_list;
@@ -621,38 +601,15 @@ public:
PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
+ void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
- void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
- void _geometry_instance_update(GeometryInstance *p_geometry_instance);
+ void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
- virtual GeometryInstance *geometry_instance_create(RID p_base) override;
- virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
- virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
- virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
- virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
- virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
- virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
- virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
- virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
- virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
- virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
- virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
- virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
- virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
-
- virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override;
- virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override;
-
- virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
+ virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override;
+ virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
virtual uint32_t geometry_instance_get_pair_mask() override;
- virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
- virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
- virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
- virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
-
- virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override;
virtual bool free(RID p_rid) override;
@@ -661,8 +618,9 @@ public:
virtual bool is_volumetric_supported() const override;
virtual uint32_t get_max_elements() const override;
- RenderForwardMobile(RendererStorageRD *p_storage);
+ RenderForwardMobile();
~RenderForwardMobile();
};
} // namespace RendererSceneRenderImplementation
-#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+
+#endif // RENDER_FORWARD_MOBILE_H
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 14b3b6d9aa..01b54607bc 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,11 +33,16 @@
#include "core/math/math_defs.h"
#include "render_forward_mobile.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
using namespace RendererSceneRenderImplementation;
/* ShaderData */
+void SceneShaderForwardMobile::ShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
//compile
@@ -47,11 +52,11 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
uniforms.clear();
uses_screen_texture = false;
- if (code == String()) {
+ if (code.is_empty()) {
return; //just invalid, but no error
}
- ShaderCompilerRD::GeneratedCode gen_code;
+ ShaderCompiler::GeneratedCode gen_code;
int blend_mode = BLEND_MODE_MIX;
int depth_testi = DEPTH_TEST_ENABLED;
@@ -60,6 +65,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
uses_point_size = false;
uses_alpha = false;
+ uses_alpha_clip = false;
uses_blend_alpha = false;
uses_depth_pre_pass = false;
uses_discard = false;
@@ -81,10 +87,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
int depth_drawi = DEPTH_DRAW_OPAQUE;
- ShaderCompilerRD::IdentifierActions actions;
- actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
- actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
- actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
@@ -109,6 +115,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
+ actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
// actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
@@ -151,7 +158,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
- Map<String, String>::Element * el = gen_code.code.front();
+ RBMap<String, String>::Element * el = gen_code.code.front();
while (el) {
print_line("\n**code " + el->key() + ":\n" + el->value());
@@ -159,11 +166,11 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
- print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]);
- print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
- shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
+ shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
@@ -293,7 +300,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_MULTIVIEW || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) {
blend_state = blend_state_blend;
- if (depth_draw == DEPTH_DRAW_OPAQUE) {
+ if (depth_draw == DEPTH_DRAW_OPAQUE && !uses_alpha_clip) {
depth_stencil.enable_depth_write = false; //alpha does not draw depth
}
} else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_SHADOW_PASS_MULTIVIEW || k == SHADER_VERSION_SHADOW_PASS_DP) {
@@ -325,47 +332,71 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
valid = true;
}
-void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
} else {
- default_texture_params[p_name] = p_texture;
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
}
-void SceneShaderForwardMobile::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- Map<int, StringName> order;
+void SceneShaderForwardMobile::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ HashMap<int, StringName> order;
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
continue;
}
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
} else {
- order[E->get().order] = E->key();
+ order[E.value.order] = E.key;
}
}
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
- pi.name = E->get();
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
p_param_list->push_back(pi);
}
}
-void SceneShaderForwardMobile::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+void SceneShaderForwardMobile::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
- RendererStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E->get());
- p.info.name = E->key(); //supply name
- p.index = E->get().instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
@@ -390,7 +421,7 @@ Variant SceneShaderForwardMobile::ShaderData::get_default_parameter(const String
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
@@ -403,8 +434,6 @@ RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_sour
SceneShaderForwardMobile::ShaderData::ShaderData() :
shader_list_element(this) {
- valid = false;
- uses_screen_texture = false;
}
SceneShaderForwardMobile::ShaderData::~ShaderData() {
@@ -416,7 +445,7 @@ SceneShaderForwardMobile::ShaderData::~ShaderData() {
}
}
-RendererStorageRD::ShaderData *SceneShaderForwardMobile::_create_shader_func() {
+RendererRD::MaterialStorage::ShaderData *SceneShaderForwardMobile::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
singleton->shader_list.add(&shader_data->shader_list_element);
return shader_data;
@@ -430,7 +459,7 @@ void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
-bool SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool SceneShaderForwardMobile::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
@@ -440,10 +469,9 @@ SceneShaderForwardMobile::MaterialData::~MaterialData() {
free_parameters_uniform_set(uniform_set);
}
-RendererStorageRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {
+RendererRD::MaterialStorage::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {
MaterialData *material_data = memnew(MaterialData);
material_data->shader_data = p_shader;
- material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}
@@ -457,8 +485,8 @@ SceneShaderForwardMobile::SceneShaderForwardMobile() {
singleton = this;
}
-void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p_defines) {
- storage = p_storage;
+void SceneShaderForwardMobile::init(const String p_defines) {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
/* SCENE SHADER */
@@ -484,17 +512,17 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
}
}
- storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
- storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs);
+ material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_shader_funcs);
+ material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_material_funcs);
{
//shader compiler
- ShaderCompilerRD::DefaultIdentifierActions actions;
+ ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["WORLD_MATRIX"] = "world_matrix";
- actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
- actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
- actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
+ actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
+ actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
+ actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions.renames["MODELVIEW_MATRIX"] = "modelview";
@@ -510,6 +538,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["COLOR"] = "color_interp";
actions.renames["POINT_SIZE"] = "gl_PointSize";
actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["VERTEX_ID"] = "gl_VertexIndex";
actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
@@ -518,7 +547,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
//builtins
- actions.renames["TIME"] = "scene_data.time";
+ actions.renames["TIME"] = "scene_data_block.data.time";
actions.renames["PI"] = _MKSTR(Math_PI);
actions.renames["TAU"] = _MKSTR(Math_TAU);
actions.renames["E"] = _MKSTR(Math_E);
@@ -536,7 +565,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["RIM"] = "rim";
actions.renames["RIM_TINT"] = "rim_tint";
actions.renames["CLEARCOAT"] = "clearcoat";
- actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
actions.renames["ANISOTROPY"] = "anisotropy";
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions.renames["SSS_STRENGTH"] = "sss_strength";
@@ -555,7 +584,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
- actions.renames["FOG"] = "custom_fog";
+ actions.renames["FOG"] = "fog";
actions.renames["RADIANCE"] = "custom_radiance";
actions.renames["IRRADIANCE"] = "custom_irradiance";
actions.renames["BONE_INDICES"] = "bone_attrib";
@@ -564,6 +593,12 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["CUSTOM1"] = "custom1_attrib";
actions.renames["CUSTOM2"] = "custom2_attrib";
actions.renames["CUSTOM3"] = "custom3_attrib";
+ actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
+
+ actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz";
+ actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
+ actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
+ actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz";
actions.renames["VIEW_INDEX"] = "ViewIndex";
actions.renames["VIEW_MONO_LEFT"] = "0";
@@ -574,7 +609,6 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT"] = "light";
actions.renames["ATTENUATION"] = "attenuation";
- actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions.renames["SPECULAR_LIGHT"] = "specular_light";
@@ -584,7 +618,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
actions.usage_defines["RIM_TINT"] = "@RIM";
actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
- actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";
actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
actions.usage_defines["AO"] = "#define AO_USED\n";
@@ -593,10 +627,10 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.usage_defines["UV2"] = "#define UV2_USED\n";
actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
- actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
- actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
- actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
- actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
+ actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
+ actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
+ actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";
+ actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
@@ -627,6 +661,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
+ actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
if (!force_lambert) {
@@ -638,15 +673,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
- bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
- if (!force_blinn) {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
@@ -662,7 +690,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
- actions.global_buffer_array_variable = "global_variables.data";
+ actions.global_buffer_array_variable = "global_shader_uniforms.data";
actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture
@@ -672,9 +700,9 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
{
//default material and shader
- default_shader = storage->shader_allocate();
- storage->shader_initialize(default_shader);
- storage->shader_set_code(default_shader, R"(
+ default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(default_shader);
+ material_storage->shader_set_code(default_shader, R"(
// Default 3D material shader (mobile).
shader_type spatial;
@@ -689,11 +717,11 @@ void fragment() {
METALLIC = 0.2;
}
)");
- default_material = storage->material_allocate();
- storage->material_initialize(default_material);
- storage->material_set_shader(default_material, default_shader);
+ default_material = material_storage->material_allocate();
+ material_storage->material_initialize(default_material);
+ material_storage->material_set_shader(default_material, default_shader);
- MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+ MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
default_material_shader_ptr = md->shader_data;
@@ -701,10 +729,10 @@ void fragment() {
}
{
- overdraw_material_shader = storage->shader_allocate();
- storage->shader_initialize(overdraw_material_shader);
+ overdraw_material_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(overdraw_material_shader);
// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
- storage->shader_set_code(overdraw_material_shader, R"(
+ material_storage->shader_set_code(overdraw_material_shader, R"(
// 3D editor Overdraw debug draw mode shader (mobile).
shader_type spatial;
@@ -716,11 +744,11 @@ void fragment() {
ALPHA = 0.1;
}
)");
- overdraw_material = storage->material_allocate();
- storage->material_initialize(overdraw_material);
- storage->material_set_shader(overdraw_material, overdraw_material_shader);
+ overdraw_material = material_storage->material_allocate();
+ material_storage->material_initialize(overdraw_material);
+ material_storage->material_set_shader(overdraw_material, overdraw_material_shader);
- MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D);
+ MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
overdraw_material_shader_ptr = md->shader_data;
overdraw_material_uniform_set = md->uniform_set;
}
@@ -730,7 +758,7 @@ void fragment() {
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(default_vec4_xform_buffer);
+ u.append_id(default_vec4_xform_buffer);
u.binding = 0;
uniforms.push_back(u);
@@ -760,12 +788,14 @@ void SceneShaderForwardMobile::set_default_specialization_constants(const Vector
}
SceneShaderForwardMobile::~SceneShaderForwardMobile() {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
RD::get_singleton()->free(default_vec4_xform_buffer);
RD::get_singleton()->free(shadow_sampler);
- storage->free(overdraw_material_shader);
- storage->free(default_shader);
+ material_storage->shader_free(overdraw_material_shader);
+ material_storage->shader_free(default_shader);
- storage->free(overdraw_material);
- storage->free(default_material);
+ material_storage->material_free(overdraw_material);
+ material_storage->material_free(default_material);
}
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index e1c10f0206..e208334547 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,11 +28,10 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RSSR_SCENE_SHADER_FM_H
-#define RSSR_SCENE_SHADER_FM_H
+#ifndef SCENE_SHADER_FORWARD_MOBILE_H
+#define SCENE_SHADER_FORWARD_MOBILE_H
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl.gen.h"
namespace RendererSceneRenderImplementation {
@@ -40,7 +39,6 @@ namespace RendererSceneRenderImplementation {
class SceneShaderForwardMobile {
private:
static SceneShaderForwardMobile *singleton;
- RendererStorageRD *storage;
public:
enum ShaderVersion {
@@ -57,7 +55,7 @@ public:
SHADER_VERSION_MAX
};
- struct ShaderData : public RendererStorageRD::ShaderData {
+ struct ShaderData : public RendererRD::MaterialStorage::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
@@ -97,53 +95,55 @@ public:
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
};
- bool valid;
+ bool valid = false;
RID version;
- uint32_t vertex_input_mask;
+ uint32_t vertex_input_mask = 0;
PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
String path;
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
+ uint32_t ubo_size = 0;
String code;
- Map<StringName, RID> default_texture_params;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
DepthDraw depth_draw;
DepthTest depth_test;
- bool uses_point_size;
- bool uses_alpha;
- bool uses_blend_alpha;
- bool uses_alpha_clip;
- bool uses_depth_pre_pass;
- bool uses_discard;
- bool uses_roughness;
- bool uses_normal;
- bool uses_particle_trails;
-
- bool unshaded;
- bool uses_vertex;
- bool uses_sss;
- bool uses_transmittance;
- bool uses_screen_texture;
- bool uses_depth_texture;
- bool uses_normal_texture;
- bool uses_time;
- bool writes_modelview_or_projection;
- bool uses_world_coordinates;
+ bool uses_point_size = false;
+ bool uses_alpha = false;
+ bool uses_blend_alpha = false;
+ bool uses_alpha_clip = false;
+ bool uses_depth_pre_pass = false;
+ bool uses_discard = false;
+ bool uses_roughness = false;
+ bool uses_normal = false;
+ bool uses_particle_trails = false;
+
+ bool unshaded = false;
+ bool uses_vertex = false;
+ bool uses_sss = false;
+ bool uses_transmittance = false;
+ bool uses_screen_texture = false;
+ bool uses_depth_texture = false;
+ bool uses_normal_texture = false;
+ bool uses_time = false;
+ bool writes_modelview_or_projection = false;
+ bool uses_world_coordinates = false;
uint64_t last_pass = 0;
uint32_t index = 0;
virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+ virtual void set_path_hint(const String &p_path);
+
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
@@ -157,14 +157,13 @@ public:
virtual ~ShaderData();
};
- RendererStorageRD::ShaderData *_create_shader_func();
- static RendererStorageRD::ShaderData *_create_shader_funcs() {
+ RendererRD::MaterialStorage::ShaderData *_create_shader_func();
+ static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
return static_cast<SceneShaderForwardMobile *>(singleton)->_create_shader_func();
}
- struct MaterialData : public RendererStorageRD::MaterialData {
- uint64_t last_frame;
- ShaderData *shader_data;
+ struct MaterialData : public RendererRD::MaterialStorage::MaterialData {
+ ShaderData *shader_data = nullptr;
RID uniform_set;
uint64_t last_pass = 0;
uint32_t index = 0;
@@ -172,19 +171,19 @@ public:
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
- virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
SelfList<ShaderData>::List shader_list;
- RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
- static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ RendererRD::MaterialStorage::MaterialData *_create_material_func(ShaderData *p_shader);
+ static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
return static_cast<SceneShaderForwardMobile *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}
SceneForwardMobileShaderRD shader;
- ShaderCompilerRD compiler;
+ ShaderCompiler compiler;
RID default_shader;
RID default_material;
@@ -208,9 +207,10 @@ public:
Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
- void init(RendererStorageRD *p_storage, const String p_defines);
+ void init(const String p_defines);
void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
};
} // namespace RendererSceneRenderImplementation
-#endif // !RSSR_SCENE_SHADER_FM_H
+
+#endif // SCENE_SHADER_FORWARD_MOBILE_H
diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp
new file mode 100644
index 0000000000..9baa86a32d
--- /dev/null
+++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp
@@ -0,0 +1,64 @@
+/*************************************************************************/
+/* framebuffer_cache_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "framebuffer_cache_rd.h"
+
+FramebufferCacheRD *FramebufferCacheRD::singleton = nullptr;
+
+void FramebufferCacheRD::_invalidate(Cache *p_cache) {
+ if (p_cache->prev) {
+ p_cache->prev->next = p_cache->next;
+ } else {
+ // At beginning of table
+ uint32_t table_idx = p_cache->hash % HASH_TABLE_SIZE;
+ hash_table[table_idx] = p_cache->next;
+ }
+
+ if (p_cache->next) {
+ p_cache->next->prev = p_cache->prev;
+ }
+
+ cache_allocator.free(p_cache);
+ cache_instances_used--;
+}
+void FramebufferCacheRD::_framebuffer_invalidation_callback(void *p_userdata) {
+ singleton->_invalidate(reinterpret_cast<Cache *>(p_userdata));
+}
+
+FramebufferCacheRD::FramebufferCacheRD() {
+ ERR_FAIL_COND(singleton != nullptr);
+ singleton = this;
+}
+
+FramebufferCacheRD::~FramebufferCacheRD() {
+ if (cache_instances_used > 0) {
+ ERR_PRINT("At exit: " + itos(cache_instances_used) + " framebuffer cache instance(s) still in use.");
+ }
+}
diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.h b/servers/rendering/renderer_rd/framebuffer_cache_rd.h
new file mode 100644
index 0000000000..f360e0fc6b
--- /dev/null
+++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.h
@@ -0,0 +1,310 @@
+/*************************************************************************/
+/* framebuffer_cache_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FRAMEBUFFER_CACHE_RD_H
+#define FRAMEBUFFER_CACHE_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/paged_allocator.h"
+#include "servers/rendering/rendering_device.h"
+
+class FramebufferCacheRD : public Object {
+ GDCLASS(FramebufferCacheRD, Object)
+
+ struct Cache {
+ Cache *prev = nullptr;
+ Cache *next = nullptr;
+ uint32_t hash = 0;
+ RID cache;
+ LocalVector<RID> textures;
+ LocalVector<RD::FramebufferPass> passes;
+ uint32_t views = 0;
+ };
+
+ PagedAllocator<Cache> cache_allocator;
+
+ enum {
+ HASH_TABLE_SIZE = 16381 // Prime
+ };
+
+ Cache *hash_table[HASH_TABLE_SIZE] = {};
+
+ static _FORCE_INLINE_ uint32_t _hash_pass(const RD::FramebufferPass &p, uint32_t h) {
+ h = hash_murmur3_one_32(p.depth_attachment, h);
+ h = hash_murmur3_one_32(p.vrs_attachment, h);
+
+ h = hash_murmur3_one_32(p.color_attachments.size(), h);
+ for (int i = 0; i < p.color_attachments.size(); i++) {
+ h = hash_murmur3_one_32(p.color_attachments[i], h);
+ }
+
+ h = hash_murmur3_one_32(p.resolve_attachments.size(), h);
+ for (int i = 0; i < p.resolve_attachments.size(); i++) {
+ h = hash_murmur3_one_32(p.resolve_attachments[i], h);
+ }
+
+ h = hash_murmur3_one_32(p.preserve_attachments.size(), h);
+ for (int i = 0; i < p.preserve_attachments.size(); i++) {
+ h = hash_murmur3_one_32(p.preserve_attachments[i], h);
+ }
+
+ return h;
+ }
+
+ static _FORCE_INLINE_ bool _compare_pass(const RD::FramebufferPass &a, const RD::FramebufferPass &b) {
+ if (a.depth_attachment != b.depth_attachment) {
+ return false;
+ }
+
+ if (a.vrs_attachment != b.vrs_attachment) {
+ return false;
+ }
+
+ if (a.color_attachments.size() != b.color_attachments.size()) {
+ return false;
+ }
+
+ for (int i = 0; i < a.color_attachments.size(); i++) {
+ if (a.color_attachments[i] != b.color_attachments[i]) {
+ return false;
+ }
+ }
+
+ if (a.resolve_attachments.size() != b.resolve_attachments.size()) {
+ return false;
+ }
+
+ for (int i = 0; i < a.resolve_attachments.size(); i++) {
+ if (a.resolve_attachments[i] != b.resolve_attachments[i]) {
+ return false;
+ }
+ }
+
+ if (a.preserve_attachments.size() != b.preserve_attachments.size()) {
+ return false;
+ }
+
+ for (int i = 0; i < a.preserve_attachments.size(); i++) {
+ if (a.preserve_attachments[i] != b.preserve_attachments[i]) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ _FORCE_INLINE_ uint32_t _hash_rids(uint32_t h, const RID &arg) {
+ return hash_murmur3_one_64(arg.get_id(), h);
+ }
+
+ template <typename... Args>
+ uint32_t _hash_rids(uint32_t h, const RID &arg, Args... args) {
+ h = hash_murmur3_one_64(arg.get_id(), h);
+ return _hash_rids(h, args...);
+ }
+
+ _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RID> &textures, const RID &arg) {
+ return textures[idx] == arg;
+ }
+
+ template <typename... Args>
+ _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RID> &textures, const RID &arg, Args... args) {
+ if (textures[idx] != arg) {
+ return false;
+ }
+ return _compare_args(idx + 1, textures, args...);
+ }
+
+ _FORCE_INLINE_ void _create_args(Vector<RID> &textures, const RID &arg) {
+ textures.push_back(arg);
+ }
+
+ template <typename... Args>
+ _FORCE_INLINE_ void _create_args(Vector<RID> &textures, const RID &arg, Args... args) {
+ textures.push_back(arg);
+ _create_args(textures, args...);
+ }
+
+ static FramebufferCacheRD *singleton;
+
+ uint32_t cache_instances_used = 0;
+
+ void _invalidate(Cache *p_cache);
+ static void _framebuffer_invalidation_callback(void *p_userdata);
+
+ RID _allocate_from_data(uint32_t p_views, uint32_t p_hash, uint32_t p_table_idx, const Vector<RID> &p_textures, const Vector<RD::FramebufferPass> &p_passes) {
+ RID rid;
+ if (p_passes.size()) {
+ rid = RD::get_singleton()->framebuffer_create_multipass(p_textures, p_passes, RD::INVALID_ID, p_views);
+ } else {
+ rid = RD::get_singleton()->framebuffer_create(p_textures, RD::INVALID_ID, p_views);
+ }
+
+ ERR_FAIL_COND_V(rid.is_null(), rid);
+
+ Cache *c = cache_allocator.alloc();
+ c->views = p_views;
+ c->cache = rid;
+ c->hash = p_hash;
+ c->textures.resize(p_textures.size());
+ for (uint32_t i = 0; i < c->textures.size(); i++) {
+ c->textures[i] = p_textures[i];
+ }
+ c->passes.resize(p_passes.size());
+ for (uint32_t i = 0; i < c->passes.size(); i++) {
+ c->passes[i] = p_passes[i];
+ }
+ c->prev = nullptr;
+ c->next = hash_table[p_table_idx];
+ if (hash_table[p_table_idx]) {
+ hash_table[p_table_idx]->prev = c;
+ }
+ hash_table[p_table_idx] = c;
+
+ RD::get_singleton()->framebuffer_set_invalidation_callback(rid, _framebuffer_invalidation_callback, c);
+
+ cache_instances_used++;
+
+ return rid;
+ }
+
+public:
+ template <typename... Args>
+ RID get_cache(Args... args) {
+ uint32_t h = hash_murmur3_one_32(1); //1 view
+ h = hash_murmur3_one_32(sizeof...(Args), h);
+ h = _hash_args(h, args...);
+ h = hash_murmur3_one_32(0, h); // 0 passes
+ h = hash_fmix32(h);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->passes.size() == 0 && c->textures.size() == sizeof...(Args) && c->views == 1 && _compare_args(0, c->textures, args...)) {
+ return c->cache;
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+
+ Vector<RID> textures;
+ _create_args(textures, args...);
+
+ return _allocate_from_data(1, h, table_idx, textures, Vector<RD::FramebufferPass>());
+ }
+
+ template <typename... Args>
+ RID get_cache_multiview(uint32_t p_views, Args... args) {
+ uint32_t h = hash_murmur3_one_32(p_views);
+ h = hash_murmur3_one_32(sizeof...(Args), h);
+ h = _hash_args(h, args...);
+ h = hash_murmur3_one_32(0, h); // 0 passes
+ h = hash_fmix32(h);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->passes.size() == 0 && c->textures.size() == sizeof...(Args) && c->views == p_views && _compare_args(0, c->textures, args...)) {
+ return c->cache;
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+
+ Vector<RID> textures;
+ _create_args(textures, args...);
+
+ return _allocate_from_data(p_views, h, table_idx, textures, Vector<RD::FramebufferPass>());
+ }
+
+ RID get_cache_multipass(const Vector<RID> &p_textures, const Vector<RD::FramebufferPass> &p_passes, uint32_t p_views = 1) {
+ uint32_t h = hash_murmur3_one_32(p_views);
+ h = hash_murmur3_one_32(p_textures.size());
+ for (int i = 0; i < p_textures.size(); i++) {
+ h = hash_murmur3_one_64(p_textures[i].get_id(), h);
+ }
+ h = hash_murmur3_one_32(p_passes.size());
+ for (int i = 0; i < p_passes.size(); i++) {
+ h = _hash_pass(p_passes[i], h);
+ }
+
+ h = hash_fmix32(h);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->views == p_views && c->textures.size() == (uint32_t)p_textures.size() && c->passes.size() == (uint32_t)p_passes.size()) {
+ bool all_ok = true;
+
+ for (int i = 0; i < p_textures.size(); i++) {
+ if (p_textures[i] != c->textures[i]) {
+ all_ok = false;
+ break;
+ }
+ }
+
+ if (all_ok) {
+ for (int i = 0; i < p_passes.size(); i++) {
+ if (!_compare_pass(p_passes[i], c->passes[i])) {
+ all_ok = false;
+ break;
+ }
+ }
+ }
+
+ if (all_ok) {
+ return c->cache;
+ }
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+ return _allocate_from_data(p_views, h, table_idx, p_textures, p_passes);
+ }
+
+ static FramebufferCacheRD *get_singleton() { return singleton; }
+
+ FramebufferCacheRD();
+ ~FramebufferCacheRD();
+};
+
+#endif // FRAMEBUFFER_CACHE_RD_H
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
index aefe926cb0..9151c53823 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,8 +35,10 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD
RD::PipelineMultisampleState multisample_state_version = multisample_state;
multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id, p_render_pass);
+ bool wireframe = p_wireframe || rasterization_state.wireframe;
+
RD::PipelineRasterizationState raster_state_version = rasterization_state;
- raster_state_version.wireframe = p_wireframe;
+ raster_state_version.wireframe = wireframe;
Vector<RD::PipelineSpecializationConstant> specialization_constants = base_specialization_constants;
@@ -56,10 +58,10 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD
RID pipeline = RD::get_singleton()->render_pipeline_create(shader, p_framebuffer_format_id, p_vertex_format_id, render_primitive, raster_state_version, multisample_state_version, depth_stencil_state, blend_state, dynamic_state_flags, p_render_pass, specialization_constants);
ERR_FAIL_COND_V(pipeline.is_null(), RID());
- versions = (Version *)memrealloc(versions, sizeof(Version) * (version_count + 1));
+ versions = static_cast<Version *>(memrealloc(versions, sizeof(Version) * (version_count + 1)));
versions[version_count].framebuffer_id = p_framebuffer_format_id;
versions[version_count].vertex_id = p_vertex_format_id;
- versions[version_count].wireframe = p_wireframe;
+ versions[version_count].wireframe = wireframe;
versions[version_count].pipeline = pipeline;
versions[version_count].render_pass = p_render_pass;
versions[version_count].bool_specializations = p_bool_specializations;
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h
index e52f47fa47..882e459bcd 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.h
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -45,7 +45,7 @@ class PipelineCacheRD {
RD::PipelineMultisampleState multisample_state;
RD::PipelineDepthStencilState depth_stencil_state;
RD::PipelineColorBlendState blend_state;
- int dynamic_state_flags;
+ int dynamic_state_flags = 0;
Vector<RD::PipelineSpecializationConstant> base_specialization_constants;
struct Version {
@@ -57,7 +57,7 @@ class PipelineCacheRD {
RID pipeline;
};
- Version *versions;
+ Version *versions = nullptr;
uint32_t version_count;
RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations = 0);
@@ -97,4 +97,4 @@ public:
~PipelineCacheRD();
};
-#endif // RENDER_PIPELINE_CACHE_RD_H
+#endif // PIPELINE_CACHE_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 6267f684e3..c1b08ee4c9 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,65 +29,69 @@
/*************************************************************************/
#include "renderer_canvas_render_rd.h"
+
#include "core/config/project_settings.h"
#include "core/math/geometry_2d.h"
#include "core/math/math_defs.h"
#include "core/math/math_funcs.h"
#include "renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
- p_mat4[0] = p_transform.elements[0][0];
- p_mat4[1] = p_transform.elements[0][1];
+ p_mat4[0] = p_transform.columns[0][0];
+ p_mat4[1] = p_transform.columns[0][1];
p_mat4[2] = 0;
p_mat4[3] = 0;
- p_mat4[4] = p_transform.elements[1][0];
- p_mat4[5] = p_transform.elements[1][1];
+ p_mat4[4] = p_transform.columns[1][0];
+ p_mat4[5] = p_transform.columns[1][1];
p_mat4[6] = 0;
p_mat4[7] = 0;
p_mat4[8] = 0;
p_mat4[9] = 0;
p_mat4[10] = 1;
p_mat4[11] = 0;
- p_mat4[12] = p_transform.elements[2][0];
- p_mat4[13] = p_transform.elements[2][1];
+ p_mat4[12] = p_transform.columns[2][0];
+ p_mat4[13] = p_transform.columns[2][1];
p_mat4[14] = 0;
p_mat4[15] = 1;
}
void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
- p_mat2x4[0] = p_transform.elements[0][0];
- p_mat2x4[1] = p_transform.elements[1][0];
+ p_mat2x4[0] = p_transform.columns[0][0];
+ p_mat2x4[1] = p_transform.columns[1][0];
p_mat2x4[2] = 0;
- p_mat2x4[3] = p_transform.elements[2][0];
+ p_mat2x4[3] = p_transform.columns[2][0];
- p_mat2x4[4] = p_transform.elements[0][1];
- p_mat2x4[5] = p_transform.elements[1][1];
+ p_mat2x4[4] = p_transform.columns[0][1];
+ p_mat2x4[5] = p_transform.columns[1][1];
p_mat2x4[6] = 0;
- p_mat2x4[7] = p_transform.elements[2][1];
+ p_mat2x4[7] = p_transform.columns[2][1];
}
void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
- p_mat2x3[0] = p_transform.elements[0][0];
- p_mat2x3[1] = p_transform.elements[0][1];
- p_mat2x3[2] = p_transform.elements[1][0];
- p_mat2x3[3] = p_transform.elements[1][1];
- p_mat2x3[4] = p_transform.elements[2][0];
- p_mat2x3[5] = p_transform.elements[2][1];
+ p_mat2x3[0] = p_transform.columns[0][0];
+ p_mat2x3[1] = p_transform.columns[0][1];
+ p_mat2x3[2] = p_transform.columns[1][0];
+ p_mat2x3[3] = p_transform.columns[1][1];
+ p_mat2x3[4] = p_transform.columns[2][0];
+ p_mat2x3[5] = p_transform.columns[2][1];
}
void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
- p_mat4[0] = p_transform.basis.elements[0][0];
- p_mat4[1] = p_transform.basis.elements[1][0];
- p_mat4[2] = p_transform.basis.elements[2][0];
+ p_mat4[0] = p_transform.basis.rows[0][0];
+ p_mat4[1] = p_transform.basis.rows[1][0];
+ p_mat4[2] = p_transform.basis.rows[2][0];
p_mat4[3] = 0;
- p_mat4[4] = p_transform.basis.elements[0][1];
- p_mat4[5] = p_transform.basis.elements[1][1];
- p_mat4[6] = p_transform.basis.elements[2][1];
+ p_mat4[4] = p_transform.basis.rows[0][1];
+ p_mat4[5] = p_transform.basis.rows[1][1];
+ p_mat4[6] = p_transform.basis.rows[2][1];
p_mat4[7] = 0;
- p_mat4[8] = p_transform.basis.elements[0][2];
- p_mat4[9] = p_transform.basis.elements[1][2];
- p_mat4[10] = p_transform.basis.elements[2][2];
+ p_mat4[8] = p_transform.basis.rows[0][2];
+ p_mat4[9] = p_transform.basis.rows[1][2];
+ p_mat4[10] = p_transform.basis.rows[2][2];
p_mat4[11] = 0;
p_mat4[12] = p_transform.origin.x;
p_mat4[13] = p_transform.origin.y;
@@ -104,6 +108,8 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
// This dramatically reduces the amount of pipeline objects
// that need to be created for these formats.
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+
uint32_t vertex_count = p_points.size();
uint32_t stride = 2; //vertices always repeat
if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
@@ -126,9 +132,9 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
buffers.resize(5);
{
- const uint8_t *r = polygon_buffer.ptr();
- float *fptr = (float *)r;
- uint32_t *uptr = (uint32_t *)r;
+ uint8_t *r = polygon_buffer.ptrw();
+ float *fptr = reinterpret_cast<float *>(r);
+ uint32_t *uptr = reinterpret_cast<uint32_t *>(r);
uint32_t base_offset = 0;
{ //vertices
RD::VertexAttribute vd;
@@ -186,7 +192,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
vd.stride = 0;
descriptions.write[1] = vd;
- buffers.write[1] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_COLOR);
+ buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR);
}
//uvs
@@ -214,7 +220,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
vd.stride = 0;
descriptions.write[2] = vd;
- buffers.write[2] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
+ buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV);
}
//bones
@@ -247,7 +253,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
vd.stride = 0;
descriptions.write[3] = vd;
- buffers.write[3] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
+ buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES);
}
//weights
@@ -280,7 +286,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
vd.stride = 0;
descriptions.write[4] = vd;
- buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
+ buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS);
}
//check that everything is as it should be
@@ -357,7 +363,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI
bool use_normal;
bool use_specular;
- bool success = storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
+ bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
//something odd happened
if (!success) {
_bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
@@ -394,6 +400,9 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI
void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
//create an empty push constant
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+ RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
RS::CanvasItemTextureFilter current_filter = default_filter;
RS::CanvasItemTextureRepeat current_repeat = default_repeat;
@@ -519,7 +528,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
}
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
- dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
+ push_constant.flags |= FLAGS_TRANSPOSE_RECT;
}
if (rect->flags & CANVAS_RECT_CLIP_UV) {
@@ -693,9 +702,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
_bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
- RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
+ RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
- for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
+ for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
push_constant.points[j * 2 + 0] = primitive->points[j].x;
push_constant.points[j * 2 + 1] = primitive->points[j].y;
push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
@@ -748,44 +757,48 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
RID multimesh = mm->multimesh;
- mesh = storage->multimesh_get_mesh(multimesh);
+ mesh = mesh_storage->multimesh_get_mesh(multimesh);
texture = mm->texture;
- if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
+ if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
break;
}
- instance_count = storage->multimesh_get_instances_to_draw(multimesh);
+ instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
+
+ if (instance_count == 0) {
+ break;
+ }
- RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
+ RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
push_constant.flags |= 1; //multimesh, trails disabled
- if (storage->multimesh_uses_colors(multimesh)) {
+ if (mesh_storage->multimesh_uses_colors(multimesh)) {
push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
}
- if (storage->multimesh_uses_custom_data(multimesh)) {
+ if (mesh_storage->multimesh_uses_custom_data(multimesh)) {
push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
}
} else if (c->type == Item::Command::TYPE_PARTICLES) {
const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
- ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
- storage->particles_request_process(pt->particles);
+ ERR_BREAK(particles_storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
+ particles_storage->particles_request_process(pt->particles);
- if (storage->particles_is_inactive(pt->particles)) {
+ if (particles_storage->particles_is_inactive(pt->particles)) {
break;
}
RenderingServerDefault::redraw_request(); // active particles means redraw request
bool local_coords = true;
- int dpc = storage->particles_get_draw_passes(pt->particles);
+ int dpc = particles_storage->particles_get_draw_passes(pt->particles);
if (dpc == 0) {
break; //nothing to draw
}
uint32_t divisor = 1;
- instance_count = storage->particles_get_amount(pt->particles, divisor);
+ instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
- RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
+ RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
push_constant.flags |= divisor;
@@ -794,10 +807,10 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
- mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
+ mesh = particles_storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
texture = pt->texture;
- if (storage->particles_has_collision(pt->particles) && storage->render_target_is_sdf_enabled(p_render_target)) {
+ if (particles_storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
//pass collision information
Transform2D xform;
if (local_coords) {
@@ -806,19 +819,19 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
xform = p_canvas_transform_inverse;
}
- RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target);
+ RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
Rect2 to_screen;
{
- Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target);
+ Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
to_screen.position = -sdf_rect.position * to_screen.size;
}
- storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
} else {
- storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
}
}
@@ -828,7 +841,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
_bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
- uint32_t surf_count = storage->mesh_get_surface_count(mesh);
+ uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
static const PipelineVariant variant[RS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP };
push_constant.modulation[0] = base_color.r * modulate.r;
@@ -843,9 +856,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
}
for (uint32_t j = 0; j < surf_count; j++) {
- void *surface = storage->mesh_get_surface(mesh, j);
+ void *surface = mesh_storage->mesh_get_surface(mesh, j);
- RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
+ RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
@@ -854,15 +867,15 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
if (mesh_instance.is_valid()) {
- storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
} else {
- storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
}
RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
- RID index_array = storage->mesh_surface_get_index_array(surface, 0);
+ RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
if (index_array.is_valid()) {
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
@@ -919,6 +932,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
}
RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
//re create canvas state
Vector<RD::Uniform> uniforms;
@@ -926,7 +942,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 1;
- u.ids.push_back(state.canvas_state_buffer);
+ u.append_id(state.canvas_state_buffer);
uniforms.push_back(u);
}
@@ -934,7 +950,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 2;
- u.ids.push_back(state.lights_uniform_buffer);
+ u.append_id(state.lights_uniform_buffer);
uniforms.push_back(u);
}
@@ -942,7 +958,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 3;
- u.ids.push_back(storage->decal_atlas_get_texture());
+ u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());
uniforms.push_back(u);
}
@@ -950,7 +966,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 4;
- u.ids.push_back(state.shadow_texture);
+ u.append_id(state.shadow_texture);
uniforms.push_back(u);
}
@@ -958,7 +974,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 5;
- u.ids.push_back(state.shadow_sampler);
+ u.append_id(state.shadow_sampler);
uniforms.push_back(u);
}
@@ -968,14 +984,14 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
u.binding = 6;
RID screen;
if (p_backbuffer) {
- screen = storage->render_target_get_rd_texture(p_to_render_target);
+ screen = texture_storage->render_target_get_rd_texture(p_to_render_target);
} else {
- screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
+ screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
if (screen.is_null()) { //unallocated backbuffer
- screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
}
}
- u.ids.push_back(screen);
+ u.append_id(screen);
uniforms.push_back(u);
}
@@ -983,30 +999,31 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 7;
- RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
- u.ids.push_back(sdf);
+ RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
+ u.append_id(sdf);
uniforms.push_back(u);
}
{
//needs samplers for the material (uses custom textures) create them
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 8;
- u.ids.resize(12);
- RID *ids_ptr = u.ids.ptrw();
- ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ Vector<RID> ids;
+ ids.resize(12);
+ RID *ids_ptr = ids.ptrw();
+ ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+
+ RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 8, ids);
+
uniforms.push_back(u);
}
@@ -1014,21 +1031,24 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 9;
- u.ids.push_back(storage->global_variables_get_storage_buffer());
+ u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
uniforms.push_back(u);
}
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
if (p_backbuffer) {
- storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
+ texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
} else {
- storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
+ texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
}
return uniform_set;
}
void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+
Item *current_clip = nullptr;
Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
@@ -1039,21 +1059,21 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
Vector<Color> clear_colors;
if (p_to_backbuffer) {
- framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
- fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
+ framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
+ fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
} else {
- framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
+ framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target);
- if (storage->render_target_is_clear_requested(p_to_render_target)) {
+ if (texture_storage->render_target_is_clear_requested(p_to_render_target)) {
clear = true;
- clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
- storage->render_target_disable_clear_request(p_to_render_target);
+ clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target));
+ texture_storage->render_target_disable_clear_request(p_to_render_target);
}
#ifndef _MSC_VER
#warning TODO obtain from framebuffer format eventually when this is implemented
#endif
- fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
+ fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
}
if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
@@ -1086,23 +1106,23 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
}
}
- RID material = ci->material;
+ RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
if (material.is_null() && ci->canvas_group != nullptr) {
material = default_canvas_group_material;
}
if (material != prev_material) {
- MaterialData *material_data = nullptr;
+ CanvasMaterialData *material_data = nullptr;
if (material.is_valid()) {
- material_data = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
+ material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
}
if (material_data) {
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
pipeline_variants = &material_data->shader_data->pipeline_variants;
// Update uniform set.
- if (RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
+ if (material_data->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
}
} else {
@@ -1122,6 +1142,10 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
}
void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+ RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+
r_sdf_used = false;
int item_count = 0;
@@ -1144,14 +1168,14 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
continue;
}
- CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
if (!clight) { //unused or invalid texture
l->render_index_cache = -1;
l = l->next_ptr;
ERR_CONTINUE(!clight);
}
- Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized();
+ Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
state.light_uniforms[index].position[0] = -canvas_light_dir.x;
state.light_uniforms[index].position[1] = -canvas_light_dir.y;
@@ -1207,7 +1231,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
continue;
}
- CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
if (!clight) { //unused or invalid texture
l->render_index_cache = -1;
l = l->next_ptr;
@@ -1222,7 +1246,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
_update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
- state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
+ state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
for (int i = 0; i < 4; i++) {
state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
state.light_uniforms[index].color[i] = l->color[i];
@@ -1247,7 +1271,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
}
if (clight->texture.is_valid()) {
- Rect2 atlas_rect = storage->decal_atlas_get_texture_rect(clight->texture);
+ Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
@@ -1277,18 +1301,18 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
//update canvas state uniform buffer
State::Buffer state_buffer;
- Size2i ssize = storage->render_target_get_size(p_to_render_target);
+ Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
Transform3D screen_transform;
- screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
+ screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
Transform2D normal_transform = p_canvas_transform;
- normal_transform.elements[0].normalize();
- normal_transform.elements[1].normalize();
- normal_transform.elements[2] = Vector2();
+ normal_transform.columns[0].normalize();
+ normal_transform.columns[1].normalize();
+ normal_transform.columns[2] = Vector2();
_update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
state_buffer.canvas_modulate[0] = p_modulate.r;
@@ -1296,7 +1320,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
state_buffer.canvas_modulate[2] = p_modulate.b;
state_buffer.canvas_modulate[3] = p_modulate.a;
- Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
+ Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
@@ -1313,7 +1337,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
- Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
+ Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
@@ -1343,6 +1367,8 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
bool update_skeletons = false;
bool time_used = false;
+ bool backbuffer_cleared = false;
+
while (ci) {
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
backbuffer_copy = true;
@@ -1354,8 +1380,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
}
}
- if (ci->material.is_valid()) {
- MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RendererStorageRD::SHADER_TYPE_2D);
+ RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
+
+ if (material.is_valid()) {
+ CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
if (md && md->shader_data->valid) {
if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
if (!material_screen_texture_found) {
@@ -1370,14 +1398,6 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (md->shader_data->uses_time) {
time_used = true;
}
- if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) {
- md->last_frame = RendererCompositorRD::singleton->get_frame_number();
- if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
- // uniform set may be gone because a dependency was erased. In this case, it will happen
- // if a texture is deleted, so just re-create it.
- storage->material_force_update_textures(ci->material, RendererStorageRD::SHADER_TYPE_2D);
- }
- }
}
}
@@ -1388,29 +1408,32 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (c->type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
if (cm->mesh_instance.is_valid()) {
- storage->mesh_instance_check_for_update(cm->mesh_instance);
+ mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
update_skeletons = true;
}
}
+ c = c->next;
}
}
if (ci->canvas_group_owner != nullptr) {
if (canvas_group_owner == nullptr) {
- //Canvas group begins here, render until before this item
+ // Canvas group begins here, render until before this item
if (update_skeletons) {
- storage->update_mesh_instances();
+ mesh_storage->update_mesh_instances();
update_skeletons = false;
}
+
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
- storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
- } else {
- storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
+ texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
+ } else if (!backbuffer_cleared) {
+ texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
+ backbuffer_cleared = true;
}
backbuffer_copy = false;
@@ -1420,9 +1443,14 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
ci->canvas_group_owner = nullptr; //must be cleared
}
+ if (!backbuffer_cleared && canvas_group_owner == nullptr && ci->canvas_group != nullptr && !backbuffer_copy) {
+ texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
+ backbuffer_cleared = true;
+ }
+
if (ci == canvas_group_owner) {
if (update_skeletons) {
- storage->update_mesh_instances();
+ mesh_storage->update_mesh_instances();
update_skeletons = false;
}
@@ -1430,7 +1458,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
item_count = 0;
if (ci->canvas_group->blur_mipmaps) {
- storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
+ texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
}
canvas_group_owner = nullptr;
@@ -1439,13 +1467,14 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (backbuffer_copy) {
//render anything pending, including clearing if no items
if (update_skeletons) {
- storage->update_mesh_instances();
+ mesh_storage->update_mesh_instances();
update_skeletons = false;
}
+
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
- storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
+ texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
backbuffer_copy = false;
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
@@ -1455,7 +1484,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
if (update_skeletons) {
- storage->update_mesh_instances();
+ mesh_storage->update_mesh_instances();
update_skeletons = false;
}
@@ -1478,23 +1507,25 @@ RID RendererCanvasRenderRD::light_create() {
}
void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
- CanvasLight *cl = canvas_light_owner.getornull(p_rid);
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl);
if (cl->texture == p_texture) {
return;
}
if (cl->texture.is_valid()) {
- storage->texture_remove_from_decal_atlas(cl->texture);
+ texture_storage->texture_remove_from_decal_atlas(cl->texture);
}
cl->texture = p_texture;
if (cl->texture.is_valid()) {
- storage->texture_add_to_decal_atlas(cl->texture);
+ texture_storage->texture_add_to_decal_atlas(cl->texture);
}
}
void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
- CanvasLight *cl = canvas_light_owner.getornull(p_rid);
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl);
cl->shadow.enabled = p_enable;
@@ -1534,7 +1565,7 @@ void RendererCanvasRenderRD::_update_shadow_atlas() {
}
}
void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
- CanvasLight *cl = canvas_light_owner.getornull(p_rid);
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl->shadow.enabled);
_update_shadow_atlas();
@@ -1550,9 +1581,10 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
+ RD::InitialAction initial_action = i == 0 ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE;
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, initial_action, i != 3 ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, initial_action, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
- CameraMatrix projection;
+ Projection projection;
{
real_t fov = 90;
real_t nearp = p_near;
@@ -1568,7 +1600,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
}
Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
- projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+ projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -1582,13 +1614,10 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
push_constant.z_far = p_far;
push_constant.pad = 0;
- /*if (i == 0)
- *p_xform_cache = projection;*/
-
LightOccluderInstance *instance = p_occluders;
while (instance) {
- OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
@@ -1612,14 +1641,14 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
}
void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
- CanvasLight *cl = canvas_light_owner.getornull(p_rid);
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl->shadow.enabled);
_update_shadow_atlas();
- Vector2 light_dir = p_light_xform.elements[1].normalized();
+ Vector2 light_dir = p_light_xform.columns[1].normalized();
- Vector2 center = p_clip_rect.position + p_clip_rect.size * 0.5;
+ Vector2 center = p_clip_rect.get_center();
float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
@@ -1642,11 +1671,11 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
cc.push_back(Color(1, 1, 1, 1));
Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
- CameraMatrix projection;
+ Projection projection;
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
- projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
+ projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -1663,7 +1692,7 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
LightOccluderInstance *instance = p_occluders;
while (instance) {
- OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
@@ -1685,25 +1714,27 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
RD::get_singleton()->draw_list_end();
Transform2D to_shadow;
- to_shadow.elements[0].x = 1.0 / -(half_size * 2.0);
- to_shadow.elements[2].x = 0.5;
+ to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
+ to_shadow.columns[2].x = 0.5;
cl->shadow.directional_xform = to_shadow * to_light_xform;
}
void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
- RID fb = storage->render_target_get_sdf_framebuffer(p_render_target);
- Rect2i rect = storage->render_target_get_sdf_rect(p_render_target);
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+
+ RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
+ Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
Transform2D to_sdf;
- to_sdf.elements[0] *= rect.size.width;
- to_sdf.elements[1] *= rect.size.height;
- to_sdf.elements[2] = rect.position;
+ to_sdf.columns[0] *= rect.size.width;
+ to_sdf.columns[1] *= rect.size.height;
+ to_sdf.columns[2] = rect.position;
Transform2D to_clip;
- to_clip.elements[0] *= 2.0;
- to_clip.elements[1] *= 2.0;
- to_clip.elements[2] = -Vector2(1.0, 1.0);
+ to_clip.columns[0] *= 2.0;
+ to_clip.columns[1] *= 2.0;
+ to_clip.columns[2] = -Vector2(1.0, 1.0);
to_clip = to_clip * to_sdf.affine_inverse();
@@ -1712,7 +1743,7 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
- CameraMatrix projection;
+ Projection projection;
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -1729,7 +1760,7 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan
LightOccluderInstance *instance = p_occluders;
while (instance) {
- OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
if (!co || co->sdf_index_array.is_null()) {
instance = instance->next;
@@ -1750,7 +1781,7 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan
RD::get_singleton()->draw_list_end();
- storage->render_target_sdf_process(p_render_target); //done rendering, process it
+ texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
}
RID RendererCanvasRenderRD::occluder_polygon_create() {
@@ -1763,7 +1794,7 @@ RID RendererCanvasRenderRD::occluder_polygon_create() {
}
void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
- OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
ERR_FAIL_COND(!oc);
Vector<Vector2> lines;
@@ -1813,7 +1844,7 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve
{
uint8_t *vw = geometry.ptrw();
- float *vwptr = (float *)vw;
+ float *vwptr = reinterpret_cast<float *>(vw);
uint8_t *iw = indices.ptrw();
uint16_t *iwptr = (uint16_t *)iw;
@@ -1932,12 +1963,16 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve
}
void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
- OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
ERR_FAIL_COND(!oc);
oc->cull_mode = p_mode;
}
-void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
+void RendererCanvasRenderRD::CanvasShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
+void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
//compile
code = p_code;
@@ -1948,19 +1983,19 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
uses_sdf = false;
uses_time = false;
- if (code == String()) {
+ if (code.is_empty()) {
return; //just invalid, but no error
}
- ShaderCompilerRD::GeneratedCode gen_code;
+ ShaderCompiler::GeneratedCode gen_code;
int blend_mode = BLEND_MODE_MIX;
uses_screen_texture = false;
- ShaderCompilerRD::IdentifierActions actions;
- actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
- actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
- actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
@@ -1975,7 +2010,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
actions.uniforms = &uniforms;
- RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
+ RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
@@ -1997,7 +2032,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
#endif
- canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
+ canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
@@ -2119,51 +2154,75 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
valid = true;
}
-void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
} else {
- default_texture_params[p_name] = p_texture;
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
}
-void RendererCanvasRenderRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- Map<int, StringName> order;
+void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ HashMap<int, StringName> order;
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
continue;
}
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
} else {
- order[E->get().order] = E->key();
+ order[E.value.order] = E.key;
}
}
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
- pi.name = E->get();
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
p_param_list->push_back(pi);
}
}
-void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+void RendererCanvasRenderRD::CanvasShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
- RendererStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E->get());
- p.info.name = E->key(); //supply name
- p.index = E->get().instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
-bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_param) const {
+bool RendererCanvasRenderRD::CanvasShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
@@ -2171,36 +2230,30 @@ bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_pa
return uniforms[p_param].texture_order >= 0;
}
-bool RendererCanvasRenderRD::ShaderData::is_animated() const {
+bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
return false;
}
-bool RendererCanvasRenderRD::ShaderData::casts_shadows() const {
+bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
return false;
}
-Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
+Variant RendererCanvasRenderRD::CanvasShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
-RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
- RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
+RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
+ RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
}
-RendererCanvasRenderRD::ShaderData::ShaderData() {
- valid = false;
- uses_screen_texture = false;
- uses_sdf = false;
-}
-
-RendererCanvasRenderRD::ShaderData::~ShaderData() {
- RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
+RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
+ RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
ERR_FAIL_COND(!canvas_singleton);
//pipeline variants will clear themselves if shader is gone
if (version.is_valid()) {
@@ -2208,25 +2261,24 @@ RendererCanvasRenderRD::ShaderData::~ShaderData() {
}
}
-RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
- ShaderData *shader_data = memnew(ShaderData);
+RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
+ CanvasShaderData *shader_data = memnew(CanvasShaderData);
return shader_data;
}
-bool RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
+bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
-RendererCanvasRenderRD::MaterialData::~MaterialData() {
+RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
free_parameters_uniform_set(uniform_set);
}
-RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
- MaterialData *material_data = memnew(MaterialData);
+RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
+ CanvasMaterialData *material_data = memnew(CanvasMaterialData);
material_data->shader_data = p_shader;
- material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}
@@ -2238,8 +2290,9 @@ void RendererCanvasRenderRD::set_time(double p_time) {
void RendererCanvasRenderRD::update() {
}
-RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
- storage = p_storage;
+RendererCanvasRenderRD::RendererCanvasRenderRD() {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
{ //create default samplers
@@ -2251,7 +2304,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
String global_defines;
- uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
+ uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
if (uniform_max_size < 65536) {
//Yes, you guessed right, ARM again
state.max_lights_per_render = 64;
@@ -2345,7 +2398,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
{
//shader compiler
- ShaderCompilerRD::DefaultIdentifierActions actions;
+ ShaderCompiler::DefaultIdentifierActions actions;
actions.renames["VERTEX"] = "vertex";
actions.renames["LIGHT_VERTEX"] = "light_vertex";
@@ -2353,7 +2406,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.renames["UV"] = "uv";
actions.renames["POINT_SIZE"] = "gl_PointSize";
- actions.renames["WORLD_MATRIX"] = "world_matrix";
+ actions.renames["MODEL_MATRIX"] = "model_matrix";
actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
actions.renames["TIME"] = "canvas_data.time";
@@ -2377,6 +2430,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
actions.renames["FRAGCOORD"] = "gl_FragCoord";
actions.renames["POINT_COORD"] = "gl_PointCoord";
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["VERTEX_ID"] = "gl_VertexIndex";
actions.renames["LIGHT_POSITION"] = "light_position";
actions.renames["LIGHT_COLOR"] = "light_color";
@@ -2396,6 +2451,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
+ actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
@@ -2413,7 +2469,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
actions.base_varying_index = 4;
- actions.global_buffer_array_variable = "global_variables.data";
+ actions.global_buffer_array_variable = "global_shader_uniforms.data";
shader.compiler.initialize(actions);
}
@@ -2560,29 +2616,29 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
- u.ids.push_back(storage->get_default_rd_storage_buffer());
+ u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
uniforms.push_back(u);
}
state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
}
- default_canvas_texture = storage->canvas_texture_allocate();
- storage->canvas_texture_initialize(default_canvas_texture);
+ default_canvas_texture = texture_storage->canvas_texture_allocate();
+ texture_storage->canvas_texture_initialize(default_canvas_texture);
state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
//create functions for shader and material
- storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
- storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_material_funcs);
+ material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs);
+ material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs);
state.time = 0;
{
- default_canvas_group_shader = storage->shader_allocate();
- storage->shader_initialize(default_canvas_group_shader);
+ default_canvas_group_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(default_canvas_group_shader);
- storage->shader_set_code(default_canvas_group_shader, R"(
+ material_storage->shader_set_code(default_canvas_group_shader, R"(
// Default CanvasGroup shader.
shader_type canvas_item;
@@ -2597,10 +2653,10 @@ void fragment() {
COLOR *= c;
}
)");
- default_canvas_group_material = storage->material_allocate();
- storage->material_initialize(default_canvas_group_material);
+ default_canvas_group_material = material_storage->material_allocate();
+ material_storage->material_initialize(default_canvas_group_material);
- storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
+ material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
}
static_assert(sizeof(PushConstant) == 128);
@@ -2608,7 +2664,7 @@ void fragment() {
bool RendererCanvasRenderRD::free(RID p_rid) {
if (canvas_light_owner.owns(p_rid)) {
- CanvasLight *cl = canvas_light_owner.getornull(p_rid);
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!cl, false);
light_set_use_shadow(p_rid, false);
canvas_light_owner.free(p_rid);
@@ -2648,10 +2704,11 @@ void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
}
RendererCanvasRenderRD::~RendererCanvasRenderRD() {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
//canvas state
- storage->free(default_canvas_group_material);
- storage->free(default_canvas_group_shader);
+ material_storage->material_free(default_canvas_group_material);
+ material_storage->shader_free(default_canvas_group_shader);
{
if (state.canvas_state_buffer.is_valid()) {
@@ -2688,6 +2745,6 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() {
}
RD::get_singleton()->free(state.shadow_texture);
- storage->free(default_canvas_texture);
+ RendererRD::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
//pipelines don't need freeing, they are all gone after shaders are gone
}
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index ec7d7e2854..5eb4cee4c6 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,21 +28,19 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_CANVAS_RENDER_RD_H
-#define RENDERING_SERVER_CANVAS_RENDER_RD_H
+#ifndef RENDERER_CANVAS_RENDER_RD_H
+#define RENDERER_CANVAS_RENDER_RD_H
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
-#include "servers/rendering/renderer_rd/shader_compiler_rd.h"
#include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/shader_compiler.h"
class RendererCanvasRenderRD : public RendererCanvasRender {
- RendererStorageRD *storage;
-
enum {
BASE_UNIFORM_SET = 0,
MATERIAL_UNIFORM_SET = 1,
@@ -148,10 +146,10 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
RID default_skeleton_uniform_buffer;
RID default_skeleton_texture_buffer;
- ShaderCompilerRD compiler;
+ ShaderCompiler compiler;
} shader;
- struct ShaderData : public RendererStorageRD::ShaderData {
+ struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
@@ -161,28 +159,29 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
BLEND_MODE_DISABLED,
};
- bool valid;
+ bool valid = false;
RID version;
PipelineVariants pipeline_variants;
String path;
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
+ uint32_t ubo_size = 0;
String code;
- Map<StringName, RID> default_texture_params;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_screen_texture = false;
bool uses_sdf = false;
bool uses_time = false;
virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+ virtual void set_path_hint(const String &p_path);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
@@ -190,29 +189,28 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
- ShaderData();
- virtual ~ShaderData();
+ CanvasShaderData() {}
+ virtual ~CanvasShaderData();
};
- RendererStorageRD::ShaderData *_create_shader_func();
- static RendererStorageRD::ShaderData *_create_shader_funcs() {
+ RendererRD::MaterialStorage::ShaderData *_create_shader_func();
+ static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
}
- struct MaterialData : public RendererStorageRD::MaterialData {
- uint64_t last_frame;
- ShaderData *shader_data;
+ struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData {
+ CanvasShaderData *shader_data = nullptr;
RID uniform_set;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
- virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual ~MaterialData();
+ virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~CanvasMaterialData();
};
- RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
- static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
- return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
+ RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader);
+ static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
+ return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader));
}
/**************************/
@@ -362,7 +360,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
uint32_t pad2;
};
- LightUniform *light_uniforms;
+ LightUniform *light_uniforms = nullptr;
RID lights_uniform_buffer;
RID canvas_state_buffer;
@@ -463,8 +461,8 @@ public:
void set_time(double p_time);
void update();
bool free(RID p_rid);
- RendererCanvasRenderRD(RendererStorageRD *p_storage);
+ RendererCanvasRenderRD();
~RendererCanvasRenderRD();
};
-#endif // RASTERIZER_CANVAS_RD_H
+#endif // RENDERER_CANVAS_RENDER_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 62e9386f95..967b725b9e 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -39,20 +39,25 @@ void RendererCompositorRD::prepare_for_blitting_render_targets() {
void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
+ if (draw_list == RD::INVALID_ID) {
+ return; // Window is minimized and does not have valid swapchain, skip drawing without printing errors.
+ }
for (int i = 0; i < p_amount; i++) {
- RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
+ RID texture = texture_storage->render_target_get_texture(p_render_targets[i].render_target);
ERR_CONTINUE(texture.is_null());
- RID rd_texture = storage->texture_get_rd_texture(texture);
+ RID rd_texture = texture_storage->texture_get_rd_texture(texture);
ERR_CONTINUE(rd_texture.is_null());
+ // TODO if keep_3d_linear was set when rendering to this render target we need to add a linear->sRGB conversion in.
+
if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
- u.ids.push_back(blit.sampler);
- u.ids.push_back(rd_texture);
+ u.append_id(blit.sampler);
+ u.append_id(rd_texture);
uniforms.push_back(u);
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
@@ -65,10 +70,14 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID
RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
- blit.push_constant.rect[0] = p_render_targets[i].rect.position.x / screen_size.width;
- blit.push_constant.rect[1] = p_render_targets[i].rect.position.y / screen_size.height;
- blit.push_constant.rect[2] = p_render_targets[i].rect.size.width / screen_size.width;
- blit.push_constant.rect[3] = p_render_targets[i].rect.size.height / screen_size.height;
+ blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x;
+ blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;
+ blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;
+ blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;
+ blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;
+ blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;
+ blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;
+ blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;
blit.push_constant.layer = p_render_targets[i].multi_view.layer;
blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
@@ -145,7 +154,14 @@ uint64_t RendererCompositorRD::frame = 1;
void RendererCompositorRD::finalize() {
memdelete(scene);
memdelete(canvas);
- memdelete(storage);
+ memdelete(effects);
+ memdelete(fog);
+ memdelete(particles_storage);
+ memdelete(light_storage);
+ memdelete(mesh_storage);
+ memdelete(material_storage);
+ memdelete(texture_storage);
+ memdelete(utilities);
//only need to erase these, the rest are erased by cascade
blit.shader.version_free(blit.shader_version);
@@ -156,9 +172,9 @@ void RendererCompositorRD::finalize() {
void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
RD::get_singleton()->prepare_screen_for_drawing();
- RID texture = storage->texture_allocate();
- storage->texture_2d_initialize(texture, p_image);
- RID rd_texture = storage->texture_get_rd_texture(texture);
+ RID texture = texture_storage->texture_allocate();
+ texture_storage->texture_2d_initialize(texture, p_image);
+ RID rd_texture = texture_storage->texture_get_rd_texture(texture);
RID uset;
{
@@ -166,8 +182,8 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
- u.ids.push_back(blit.sampler);
- u.ids.push_back(rd_texture);
+ u.append_id(blit.sampler);
+ u.append_id(rd_texture);
uniforms.push_back(u);
uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
}
@@ -191,7 +207,7 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
}
} else {
screenrect = imgrect;
- screenrect.position += ((Size2(window_size.width, window_size.height) - screenrect.size) / 2.0).floor();
+ screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
}
screenrect.position /= window_size;
@@ -203,10 +219,14 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
- blit.push_constant.rect[0] = screenrect.position.x;
- blit.push_constant.rect[1] = screenrect.position.y;
- blit.push_constant.rect[2] = screenrect.size.width;
- blit.push_constant.rect[3] = screenrect.size.height;
+ blit.push_constant.src_rect[0] = 0.0;
+ blit.push_constant.src_rect[1] = 0.0;
+ blit.push_constant.src_rect[2] = 1.0;
+ blit.push_constant.src_rect[3] = 1.0;
+ blit.push_constant.dst_rect[0] = screenrect.position.x;
+ blit.push_constant.dst_rect[1] = screenrect.position.y;
+ blit.push_constant.dst_rect[2] = screenrect.size.width;
+ blit.push_constant.dst_rect[3] = screenrect.size.height;
blit.push_constant.layer = 0;
blit.push_constant.eye_center[0] = 0;
blit.push_constant.eye_center[1] = 0;
@@ -222,19 +242,22 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
RD::get_singleton()->swap_buffers();
- storage->free(texture);
+ texture_storage->texture_free(texture);
}
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
+ uniform_set_cache = memnew(UniformSetCacheRD);
+ framebuffer_cache = memnew(FramebufferCacheRD);
+
{
String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
- if (shader_cache_dir == String()) {
+ if (shader_cache_dir.is_empty()) {
shader_cache_dir = "user://";
}
- DirAccessRef da = DirAccess::open(shader_cache_dir);
- if (!da) {
+ Ref<DirAccess> da = DirAccess::open(shader_cache_dir);
+ if (da.is_null()) {
ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
} else {
Error err = da->change_dir("shader_cache");
@@ -251,7 +274,7 @@ RendererCompositorRD::RendererCompositorRD() {
shader_cache_dir = String(); //disable only if not editor
}
- if (shader_cache_dir != String()) {
+ if (!shader_cache_dir.is_empty()) {
bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
@@ -266,27 +289,34 @@ RendererCompositorRD::RendererCompositorRD() {
}
singleton = this;
- time = 0;
-
- storage = memnew(RendererStorageRD);
- canvas = memnew(RendererCanvasRenderRD(storage));
-
- uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end");
- uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
- if (back_end == 1 || textures_per_stage < 48) {
- scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
- } else { // back_end == 0
+ utilities = memnew(RendererRD::Utilities);
+ texture_storage = memnew(RendererRD::TextureStorage);
+ material_storage = memnew(RendererRD::MaterialStorage);
+ mesh_storage = memnew(RendererRD::MeshStorage);
+ light_storage = memnew(RendererRD::LightStorage);
+ particles_storage = memnew(RendererRD::ParticlesStorage);
+ fog = memnew(RendererRD::Fog);
+ canvas = memnew(RendererCanvasRenderRD());
+
+ back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end");
+ uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
+
+ if (back_end || textures_per_stage < 48) {
+ scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
+ } else { // back_end == false
// default to our high end renderer
- scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
+ scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
}
scene->init();
// now we're ready to create our effects,
- storage->init_effects(!scene->_render_buffers_can_be_storage());
+ effects = memnew(EffectsRD(!scene->_render_buffers_can_be_storage()));
}
RendererCompositorRD::~RendererCompositorRD() {
+ memdelete(uniform_set_cache);
+ memdelete(framebuffer_cache);
ShaderRD::set_shader_cache_dir(String());
}
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 8639362da9..a28335f800 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,23 +28,40 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_COMPOSITOR_RD_H
-#define RENDERING_SERVER_COMPOSITOR_RD_H
+#ifndef RENDERER_COMPOSITOR_RD_H
+#define RENDERER_COMPOSITOR_RD_H
#include "core/os/os.h"
-#include "core/templates/thread_work_pool.h"
#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/effects_rd.h"
+#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
+#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
class RendererCompositorRD : public RendererCompositor {
protected:
- RendererCanvasRenderRD *canvas;
- RendererStorageRD *storage;
- RendererSceneRenderRD *scene;
+ UniformSetCacheRD *uniform_set_cache = nullptr;
+ FramebufferCacheRD *framebuffer_cache = nullptr;
+ RendererCanvasRenderRD *canvas = nullptr;
+ RendererRD::Utilities *utilities = nullptr;
+ RendererRD::LightStorage *light_storage = nullptr;
+ RendererRD::MaterialStorage *material_storage = nullptr;
+ RendererRD::MeshStorage *mesh_storage = nullptr;
+ RendererRD::ParticlesStorage *particles_storage = nullptr;
+ RendererRD::TextureStorage *texture_storage = nullptr;
+ RendererRD::Fog *fog = nullptr;
+ EffectsRD *effects = nullptr;
+ RendererSceneRenderRD *scene = nullptr;
enum BlitMode {
BLIT_MODE_NORMAL,
@@ -55,7 +72,8 @@ protected:
};
struct BlitPushConstant {
- float rect[4];
+ float src_rect[4];
+ float dst_rect[4];
float eye_center[2];
float k1;
@@ -77,15 +95,26 @@ protected:
RID sampler;
} blit;
- Map<RID, RID> render_target_descriptors;
+ HashMap<RID, RID> render_target_descriptors;
- double time;
- double delta;
+ double time = 0.0;
+ double delta = 0.0;
static uint64_t frame;
public:
- RendererStorage *get_storage() { return storage; }
+ RendererUtilities *get_utilities() { return utilities; };
+ RendererLightStorage *get_light_storage() { return light_storage; }
+ RendererMaterialStorage *get_material_storage() { return material_storage; }
+ RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
+ RendererParticlesStorage *get_particles_storage() { return particles_storage; }
+ RendererTextureStorage *get_texture_storage() { return texture_storage; }
+ RendererGI *get_gi() {
+ ERR_FAIL_NULL_V(scene, nullptr);
+ return scene->get_gi();
+ }
+ RendererFog *get_fog() { return fog; }
+ EffectsRD *get_effects() { return effects; }
RendererCanvasRender *get_canvas() { return canvas; }
RendererSceneRender *get_scene() { return scene; }
@@ -113,12 +142,12 @@ public:
static void make_current() {
_create_func = _create_current;
+ low_end = false;
}
- virtual bool is_low_end() const { return false; }
-
static RendererCompositorRD *singleton;
RendererCompositorRD();
~RendererCompositorRD();
};
-#endif // RASTERIZER_RD_H
+
+#endif // RENDERER_COMPOSITOR_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
deleted file mode 100644
index d631cb4bac..0000000000
--- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
+++ /dev/null
@@ -1,126 +0,0 @@
-/*************************************************************************/
-/* renderer_scene_environment_rd.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
-
-uint64_t RendererSceneEnvironmentRD::auto_exposure_counter = 2;
-
-void RendererSceneEnvironmentRD::set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
- ambient_light = p_color;
- ambient_source = p_ambient;
- ambient_light_energy = p_energy;
- ambient_sky_contribution = p_sky_contribution;
- reflection_source = p_reflection_source;
- ao_color = p_ao_color;
-}
-
-void RendererSceneEnvironmentRD::set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
- exposure = p_exposure;
- tone_mapper = p_tone_mapper;
- if (!auto_exposure && p_auto_exposure) {
- auto_exposure_version = ++auto_exposure_counter;
- }
- auto_exposure = p_auto_exposure;
- white = p_white;
- min_luminance = p_min_luminance;
- max_luminance = p_max_luminance;
- auto_exp_speed = p_auto_exp_speed;
- auto_exp_scale = p_auto_exp_scale;
-}
-
-void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
- ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
- glow_enabled = p_enable;
- glow_levels = p_levels;
- glow_intensity = p_intensity;
- glow_strength = p_strength;
- glow_mix = p_mix;
- glow_bloom = p_bloom_threshold;
- glow_blend_mode = p_blend_mode;
- glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
- glow_hdr_bleed_scale = p_hdr_bleed_scale;
- glow_hdr_luminance_cap = p_hdr_luminance_cap;
-}
-
-void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
- sdfgi_enabled = p_enable;
- sdfgi_cascades = p_cascades;
- sdfgi_min_cell_size = p_min_cell_size;
- sdfgi_use_occlusion = p_use_occlusion;
- sdfgi_bounce_feedback = p_bounce_feedback;
- sdfgi_read_sky_light = p_read_sky;
- sdfgi_energy = p_energy;
- sdfgi_normal_bias = p_normal_bias;
- sdfgi_probe_bias = p_probe_bias;
- sdfgi_y_scale = p_y_scale;
-}
-
-void RendererSceneEnvironmentRD::set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
- fog_enabled = p_enable;
- fog_light_color = p_light_color;
- fog_light_energy = p_light_energy;
- fog_sun_scatter = p_sun_scatter;
- fog_density = p_density;
- fog_height = p_height;
- fog_height_density = p_height_density;
- fog_aerial_perspective = p_fog_aerial_perspective;
-}
-
-void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
- volumetric_fog_enabled = p_enable;
- volumetric_fog_density = p_density;
- volumetric_fog_light = p_light;
- volumetric_fog_light_energy = p_light_energy;
- volumetric_fog_length = p_length;
- volumetric_fog_detail_spread = p_detail_spread;
- volumetric_fog_gi_inject = p_gi_inject;
- volumetric_fog_temporal_reprojection = p_temporal_reprojection;
- volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount;
-}
-
-void RendererSceneEnvironmentRD::set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
- ssr_enabled = p_enable;
- ssr_max_steps = p_max_steps;
- ssr_fade_in = p_fade_int;
- ssr_fade_out = p_fade_out;
- ssr_depth_tolerance = p_depth_tolerance;
-}
-
-void RendererSceneEnvironmentRD::set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
- ssao_enabled = p_enable;
- ssao_radius = p_radius;
- ssao_intensity = p_intensity;
- ssao_power = p_power;
- ssao_detail = p_detail;
- ssao_horizon = p_horizon;
- ssao_sharpness = p_sharpness;
- ssao_direct_light_affect = p_light_affect;
- ssao_ao_channel_affect = p_ao_channel_affect;
-}
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
deleted file mode 100644
index 992c4bf471..0000000000
--- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
+++ /dev/null
@@ -1,155 +0,0 @@
-/*************************************************************************/
-/* renderer_scene_environment_rd.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
-#define RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
-
-#include "servers/rendering/renderer_scene_render.h"
-#include "servers/rendering/rendering_device.h"
-
-class RendererSceneEnvironmentRD {
-private:
- static uint64_t auto_exposure_counter;
-
-public:
- // BG
- RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
- RID sky;
- float sky_custom_fov = 0.0;
- Basis sky_orientation;
- Color bg_color;
- float bg_energy = 1.0;
- int canvas_max_layer = 0;
- RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
- Color ambient_light;
- float ambient_light_energy = 1.0;
- float ambient_sky_contribution = 1.0;
- RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
- Color ao_color;
-
- /// Tonemap
-
- RS::EnvironmentToneMapper tone_mapper;
- float exposure = 1.0;
- float white = 1.0;
- bool auto_exposure = false;
- float min_luminance = 0.2;
- float max_luminance = 8.0;
- float auto_exp_speed = 0.2;
- float auto_exp_scale = 0.5;
- uint64_t auto_exposure_version = 0;
-
- // Fog
- bool fog_enabled = false;
- Color fog_light_color = Color(0.5, 0.6, 0.7);
- float fog_light_energy = 1.0;
- float fog_sun_scatter = 0.0;
- float fog_density = 0.001;
- float fog_height = 0.0;
- float fog_height_density = 0.0; //can be negative to invert effect
- float fog_aerial_perspective = 0.0;
-
- /// Volumetric Fog
- ///
- bool volumetric_fog_enabled = false;
- float volumetric_fog_density = 0.01;
- Color volumetric_fog_light = Color(0, 0, 0);
- float volumetric_fog_light_energy = 0.0;
- float volumetric_fog_length = 64.0;
- float volumetric_fog_detail_spread = 2.0;
- float volumetric_fog_gi_inject = 0.0;
- bool volumetric_fog_temporal_reprojection = true;
- float volumetric_fog_temporal_reprojection_amount = 0.9;
-
- /// Glow
-
- bool glow_enabled = false;
- Vector<float> glow_levels;
- float glow_intensity = 0.8;
- float glow_strength = 1.0;
- float glow_bloom = 0.0;
- float glow_mix = 0.01;
- RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
- float glow_hdr_bleed_threshold = 1.0;
- float glow_hdr_luminance_cap = 12.0;
- float glow_hdr_bleed_scale = 2.0;
-
- /// SSAO
-
- bool ssao_enabled = false;
- float ssao_radius = 1.0;
- float ssao_intensity = 2.0;
- float ssao_power = 1.5;
- float ssao_detail = 0.5;
- float ssao_horizon = 0.06;
- float ssao_sharpness = 0.98;
- float ssao_direct_light_affect = 0.0;
- float ssao_ao_channel_affect = 0.0;
-
- /// SSR
- ///
- bool ssr_enabled = false;
- int ssr_max_steps = 64;
- float ssr_fade_in = 0.15;
- float ssr_fade_out = 2.0;
- float ssr_depth_tolerance = 0.2;
-
- /// SDFGI
- bool sdfgi_enabled = false;
- RS::EnvironmentSDFGICascades sdfgi_cascades;
- float sdfgi_min_cell_size = 0.2;
- bool sdfgi_use_occlusion = false;
- float sdfgi_bounce_feedback = 0.0;
- bool sdfgi_read_sky_light = false;
- float sdfgi_energy = 1.0;
- float sdfgi_normal_bias = 1.1;
- float sdfgi_probe_bias = 1.1;
- RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED;
-
- /// Adjustments
-
- bool adjustments_enabled = false;
- float adjustments_brightness = 1.0f;
- float adjustments_contrast = 1.0f;
- float adjustments_saturation = 1.0f;
- bool use_1d_color_correction = false;
- RID color_correction = RID();
-
- void set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color);
- void set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
- void set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
- void set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
- void set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective);
- void set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
- void set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
- void set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
-};
-
-#endif /* !RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H */
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index fa66ed85a9..6c219933b0 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,6 +33,9 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/environment/fog.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
void get_vogel_disk(float *r_kernel, int p_sample_count) {
@@ -48,9 +51,8 @@ void get_vogel_disk(float *r_kernel, int p_sample_count) {
}
void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- bool needs_sdfgi = env && env->sdfgi_enabled;
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ bool needs_sdfgi = p_environment.is_valid() && environment_get_sdfgi_enabled(p_environment);
if (!needs_sdfgi) {
if (rb->sdfgi != nullptr) {
@@ -65,25 +67,25 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment
static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
- if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
+ if (rb->sdfgi && (rb->sdfgi->num_cascades != environment_get_sdfgi_cascades(p_environment) || rb->sdfgi->min_cell_size != environment_get_sdfgi_min_cell_size(p_environment) || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != environment_get_sdfgi_use_occlusion(p_environment) || rb->sdfgi->y_scale_mode != environment_get_sdfgi_y_scale(p_environment))) {
//configuration changed, erase
rb->sdfgi->erase();
memdelete(rb->sdfgi);
rb->sdfgi = nullptr;
}
- RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
+ RendererRD::GI::SDFGI *sdfgi = rb->sdfgi;
if (sdfgi == nullptr) {
// re-create
- rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
+ rb->sdfgi = gi.create_sdfgi(p_environment, p_world_position, requested_history_size);
} else {
//check for updates
- rb->sdfgi->update(env, p_world_position);
+ rb->sdfgi->update(p_environment, p_world_position);
}
}
int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(rb == nullptr, 0);
@@ -93,9 +95,9 @@ int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers)
int dirty_count = 0;
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
+ const RendererRD::GI::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
- if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) {
+ if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) {
dirty_count++;
} else {
for (int j = 0; j < 3; j++) {
@@ -113,7 +115,7 @@ AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers
AABB bounds;
Vector3i from;
Vector3i size;
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(rb == nullptr, AABB());
ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
@@ -126,7 +128,7 @@ uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_bu
AABB bounds;
Vector3i from;
Vector3i size;
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(rb == nullptr, -1);
ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
@@ -156,151 +158,6 @@ Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, b
return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
}
-RID RendererSceneRenderRD::environment_allocate() {
- return environment_owner.allocate_rid();
-}
-void RendererSceneRenderRD::environment_initialize(RID p_rid) {
- environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD());
-}
-
-void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->background = p_bg;
-}
-
-void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->sky = p_sky;
-}
-
-void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->sky_custom_fov = p_scale;
-}
-
-void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->sky_orientation = p_orientation;
-}
-
-void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->bg_color = p_color;
-}
-
-void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->bg_energy = p_energy;
-}
-
-void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->canvas_max_layer = p_max_layer;
-}
-
-void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source, p_ao_color);
-}
-
-RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
- return env->background;
-}
-
-RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, RID());
- return env->sky;
-}
-
-float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->sky_custom_fov;
-}
-
-Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Basis());
- return env->sky_orientation;
-}
-
-Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Color());
- return env->bg_color;
-}
-
-float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->bg_energy;
-}
-
-int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->canvas_max_layer;
-}
-
-Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Color());
- return env->ambient_light;
-}
-
-RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
- return env->ambient_source;
-}
-
-float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->ambient_light_energy;
-}
-
-float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->ambient_sky_contribution;
-}
-
-RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
- return env->reflection_source;
-}
-
-Color RendererSceneRenderRD::environment_get_ao_color(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Color());
- return env->ao_color;
-}
-
-void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->set_tonemap(p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale);
-}
-
-void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap);
-}
-
void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
glow_bicubic_upscale = p_enable;
}
@@ -309,79 +166,6 @@ void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable)
glow_high_quality = p_enable;
}
-void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- if (!is_dynamic_gi_supported()) {
- return;
- }
-
- env->set_sdfgi(p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias);
-}
-
-void RendererSceneRenderRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- env->set_fog(p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_fog_aerial_perspective);
-}
-
-bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
- const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, false);
-
- return env->fog_enabled;
-}
-Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
- const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Color());
- return env->fog_light_color;
-}
-float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
- const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->fog_light_energy;
-}
-float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
- const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->fog_sun_scatter;
-}
-float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
- const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->fog_density;
-}
-float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
- const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
-
- return env->fog_height;
-}
-float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
- const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->fog_height_density;
-}
-
-float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
- const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->fog_aerial_perspective;
-}
-
-void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- if (!is_volumetric_supported()) {
- return;
- }
-
- env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount);
-}
-
void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
volumetric_fog_size = p_size;
volumetric_fog_depth = p_depth;
@@ -402,13 +186,6 @@ void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::Env
gi.sdfgi_frames_to_update_light = p_update;
}
-void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
-}
-
void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
ssr_roughness_quality = p_quality;
}
@@ -417,13 +194,6 @@ RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_ro
return ssr_roughness_quality;
}
-void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
-}
-
void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
ssao_quality = p_quality;
ssao_half_size = p_half_size;
@@ -433,71 +203,75 @@ void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQual
ssao_fadeout_to = p_fadeout_to;
}
-bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, false);
- return env->ssao_enabled;
-}
-
-float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0.0);
- return env->ssao_ao_channel_affect;
-}
-
-float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0.0);
- return env->ssao_direct_light_affect;
-}
-
-bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, false);
- return env->ssr_enabled;
-}
-bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, false);
- return env->sdfgi_enabled;
-}
-
-bool RendererSceneRenderRD::is_environment(RID p_env) const {
- return environment_owner.owns(p_env);
+void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
+ ssil_quality = p_quality;
+ ssil_half_size = p_half_size;
+ ssil_adaptive_target = p_adaptive_target;
+ ssil_blur_passes = p_blur_passes;
+ ssil_fadeout_from = p_fadeout_from;
+ ssil_fadeout_to = p_fadeout_to;
}
Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Ref<Image>());
+ ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
- if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
+ RS::EnvironmentBG environment_background = environment_get_background(p_env);
+
+ if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
return Ref<Image>(); //nothing to bake
}
- if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
- Color color;
- if (env->background == RS::ENV_BG_CLEAR_COLOR) {
- color = storage->get_default_clear_color();
- } else {
- color = env->bg_color;
- }
- color.r *= env->bg_energy;
- color.g *= env->bg_energy;
- color.b *= env->bg_energy;
-
- Ref<Image> ret;
- ret.instantiate();
- ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
- for (int i = 0; i < p_size.width; i++) {
- for (int j = 0; j < p_size.height; j++) {
- ret->set_pixel(i, j, color);
+ RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
+
+ bool use_ambient_light = false;
+ bool use_cube_map = false;
+ if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
+ use_ambient_light = true;
+ } else {
+ use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
+ use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
+ }
+ use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
+
+ Color ambient_color;
+ float ambient_color_sky_mix = 0.0;
+ if (use_ambient_light) {
+ ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
+ const float ambient_energy = environment_get_ambient_light_energy(p_env);
+ ambient_color = environment_get_ambient_light(p_env);
+ ambient_color = ambient_color.srgb_to_linear();
+ ambient_color.r *= ambient_energy;
+ ambient_color.g *= ambient_energy;
+ ambient_color.b *= ambient_energy;
+ }
+
+ if (use_cube_map) {
+ Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy(p_env), p_bake_irradiance, p_size);
+ if (use_ambient_light) {
+ for (int x = 0; x < p_size.width; x++) {
+ for (int y = 0; y < p_size.height; y++) {
+ panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
+ }
}
}
- return ret;
- }
+ return panorama;
+ } else {
+ const float bg_energy = environment_get_bg_energy(p_env);
+ Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
+ panorama_color = panorama_color.srgb_to_linear();
+ panorama_color.r *= bg_energy;
+ panorama_color.g *= bg_energy;
+ panorama_color.b *= bg_energy;
+
+ if (use_ambient_light) {
+ panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
+ }
- if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
- return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
+ Ref<Image> panorama;
+ panorama.instantiate();
+ panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
+ panorama->fill(panorama_color);
+ return panorama;
}
return Ref<Image>();
@@ -505,6 +279,36 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
////////////////////////////////////////////////////////////
+RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
+ return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
+}
+
+void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
+ ERR_FAIL_COND(!fvi);
+ fvi->transform = p_transform;
+}
+void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
+ ERR_FAIL_COND(!fvi);
+ fvi->active = p_active;
+}
+
+RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
+ ERR_FAIL_COND_V(!fvi, RID());
+ return fvi->volume;
+}
+
+Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
+ ERR_FAIL_COND_V(!fvi, Vector3());
+
+ return fvi->transform.get_origin();
+}
+
+////////////////////////////////////////////////////////////
+
RID RendererSceneRenderRD::reflection_atlas_create() {
ReflectionAtlas ra;
ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
@@ -522,7 +326,7 @@ RID RendererSceneRenderRD::reflection_atlas_create() {
}
void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
- ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
+ ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
ERR_FAIL_COND(!ra);
if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
@@ -557,7 +361,7 @@ void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_ref
}
int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
- ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
+ ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
ERR_FAIL_COND_V(!ra, 0);
return ra->size;
@@ -573,7 +377,7 @@ RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
}
void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!rpi);
rpi->transform = p_transform;
@@ -581,13 +385,13 @@ void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instan
}
void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!rpi);
if (rpi->atlas.is_null()) {
return; //nothing to release
}
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
ERR_FAIL_COND(!atlas);
ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
atlas->reflections.write[rpi->atlas_index].owner = RID();
@@ -596,7 +400,7 @@ void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance)
}
bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, false);
if (rpi->rendering) {
@@ -607,7 +411,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instanc
return true;
}
- if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
+ if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
return true;
}
@@ -615,28 +419,28 @@ bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instanc
}
bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, false);
return rpi->atlas.is_valid();
}
bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas);
ERR_FAIL_COND_V(!atlas, false);
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, false);
RD::get_singleton()->draw_command_begin_label("Reflection probe render");
- if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
+ if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
}
- if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
+ if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
// Invalidate reflection atlas, need to regenerate
RD::get_singleton()->free(atlas->reflection);
atlas->reflection = RID();
@@ -653,7 +457,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
if (atlas->reflection.is_null()) {
int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
- mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
+ mipmaps = RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
{
//reflection atlas was unused, create:
RD::TextureFormat tf;
@@ -677,7 +481,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
}
atlas->reflections.resize(atlas->count);
for (int i = 0; i < atlas->count; i++) {
- atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
+ atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
for (int j = 0; j < 6; j++) {
atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
}
@@ -701,7 +505,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
uint64_t pass_min = 0;
for (int i = 0; i < atlas->reflections.size(); i++) {
- ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.getornull(atlas->reflections[i].owner);
+ ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner);
if (rpi2->last_pass < pass_min) {
pass_min = rpi2->last_pass;
rpi->atlas_index = i;
@@ -733,21 +537,21 @@ RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID
}
bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, false);
ERR_FAIL_COND_V(!rpi->rendering, false);
ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
if (!atlas || rpi->atlas_index == -1) {
//does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
rpi->rendering = false;
return false;
}
- if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
+ if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
// Using real time reflections, all roughness is done in one step
- atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(false);
rpi->rendering = false;
rpi->processing_side = 0;
rpi->processing_layer = 1;
@@ -755,7 +559,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins
}
if (rpi->processing_layer > 1) {
- atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
rpi->processing_layer++;
if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
rpi->rendering = false;
@@ -766,7 +570,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins
return false;
} else {
- atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
}
rpi->processing_side++;
@@ -779,30 +583,30 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins
}
uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, 0);
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
ERR_FAIL_COND_V(!atlas, 0);
return atlas->size;
}
RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, RID());
ERR_FAIL_INDEX_V(p_index, 6, RID());
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
ERR_FAIL_COND_V(!atlas, RID());
return atlas->reflections[rpi->atlas_index].fbs[p_index];
}
RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, RID());
ERR_FAIL_INDEX_V(p_index, 6, RID());
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
ERR_FAIL_COND_V(!atlas, RID());
return atlas->depth_fb;
}
@@ -829,7 +633,7 @@ void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
}
void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
ERR_FAIL_COND(!shadow_atlas);
ERR_FAIL_COND(p_size < 0);
p_size = next_power_of_2(p_size);
@@ -845,13 +649,13 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool
}
for (int i = 0; i < 4; i++) {
//clear subdivisions
- shadow_atlas->quadrants[i].shadows.resize(0);
+ shadow_atlas->quadrants[i].shadows.clear();
shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
}
//erase shadow atlas reference from lights
- for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
- LightInstance *li = light_instance_owner.getornull(E->key());
+ for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
+ LightInstance *li = light_instance_owner.get_or_null(E.key);
ERR_CONTINUE(!li);
li->shadow_atlases.erase(p_atlas);
}
@@ -864,7 +668,7 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool
}
void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
ERR_FAIL_COND(!shadow_atlas);
ERR_FAIL_INDEX(p_quadrant, 4);
ERR_FAIL_INDEX(p_subdivision, 16384);
@@ -886,13 +690,13 @@ void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, i
for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
- LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
+ LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
ERR_CONTINUE(!li);
li->shadow_atlases.erase(p_atlas);
}
}
- shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
+ shadow_atlas->quadrants[p_quadrant].shadows.clear();
shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
@@ -947,7 +751,7 @@ bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,
break;
}
- LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
+ LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
ERR_CONTINUE(!sli);
if (sli->last_scene_pass != scene_pass) {
@@ -999,7 +803,7 @@ bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_
uint64_t pass = 0;
if (sarr[j].owner.is_valid()) {
- LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
+ LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
ERR_CONTINUE(!sli);
if (sli->last_scene_pass == scene_pass) {
@@ -1014,7 +818,7 @@ bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_
}
if (sarr[j + 1].owner.is_valid()) {
- LightInstance *sli = light_instance_owner.getornull(sarr[j + 1].owner);
+ LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner);
ERR_CONTINUE(!sli);
if (sli->last_scene_pass == scene_pass) {
@@ -1052,11 +856,11 @@ bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_
return false;
}
-bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
ERR_FAIL_COND_V(!shadow_atlas, false);
- LightInstance *li = light_instance_owner.getornull(p_light_intance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
ERR_FAIL_COND_V(!li, false);
if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
@@ -1105,8 +909,8 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i
bool should_realloc = false;
bool should_redraw = false;
- if (shadow_atlas->shadow_owners.has(p_light_intance)) {
- old_key = shadow_atlas->shadow_owners[p_light_intance];
+ if (shadow_atlas->shadow_owners.has(p_light_instance)) {
+ old_key = shadow_atlas->shadow_owners[p_light_instance];
old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
@@ -1150,7 +954,7 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i
ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
_shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
- sh->owner = p_light_intance;
+ sh->owner = p_light_instance;
sh->alloc_tick = tick;
sh->version = p_light_version;
@@ -1161,7 +965,7 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i
ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
_shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
- extra_sh->owner = p_light_intance;
+ extra_sh->owner = p_light_instance;
extra_sh->alloc_tick = tick;
extra_sh->version = p_light_version;
}
@@ -1169,7 +973,7 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i
li->shadow_atlases.insert(p_atlas);
//update it in map
- shadow_atlas->shadow_owners[p_light_intance] = new_key;
+ shadow_atlas->shadow_owners[p_light_instance] = new_key;
//make it dirty, as it should redraw anyway
return true;
}
@@ -1179,7 +983,7 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i
void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) {
if (p_shadow->owner.is_valid()) {
- LightInstance *sli = light_instance_owner.getornull(p_shadow->owner);
+ LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
@@ -1190,10 +994,10 @@ void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderR
omni_shadow->owner = RID();
}
+ p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
p_shadow->version = 0;
p_shadow->owner = RID();
sli->shadow_atlases.erase(p_atlas);
- p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
}
}
@@ -1260,10 +1064,10 @@ int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance
Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
- LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
ERR_FAIL_COND_V(!light_instance, 0);
- switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
+ switch (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light)) {
case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
break; //none
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
@@ -1296,7 +1100,7 @@ void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokeh
}
void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
- CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
ERR_FAIL_COND(!camfx);
camfx->dof_blur_far_enabled = p_far_enable;
@@ -1311,7 +1115,7 @@ void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bo
}
void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
- CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
ERR_FAIL_COND(!camfx);
camfx->override_exposure_enabled = p_enable;
@@ -1321,11 +1125,11 @@ void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effe
RID RendererSceneRenderRD::light_instance_create(RID p_light) {
RID li = light_instance_owner.make_rid(LightInstance());
- LightInstance *light_instance = light_instance_owner.getornull(li);
+ LightInstance *light_instance = light_instance_owner.get_or_null(li);
light_instance->self = li;
light_instance->light = p_light;
- light_instance->light_type = storage->light_get_type(p_light);
+ light_instance->light_type = RSG::light_storage->light_get_type(p_light);
if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
}
@@ -1334,21 +1138,21 @@ RID RendererSceneRenderRD::light_instance_create(RID p_light) {
}
void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
- LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
ERR_FAIL_COND(!light_instance);
light_instance->transform = p_transform;
}
void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
- LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
ERR_FAIL_COND(!light_instance);
light_instance->aabb = p_aabb;
}
-void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
- LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
ERR_FAIL_COND(!light_instance);
ERR_FAIL_INDEX(p_pass, 6);
@@ -1364,7 +1168,7 @@ void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_inst
}
void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
- LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
ERR_FAIL_COND(!light_instance);
light_instance->last_scene_pass = scene_pass;
@@ -1407,7 +1211,7 @@ RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
}
void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
- DecalInstance *di = decal_instance_owner.getornull(p_decal);
+ DecalInstance *di = decal_instance_owner.get_or_null(p_decal);
ERR_FAIL_COND(!di);
di->transform = p_transform;
}
@@ -1420,7 +1224,7 @@ RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
return lightmap_instance_owner.make_rid(li);
}
void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
- LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap);
+ LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!li);
li->transform = p_transform;
}
@@ -1443,7 +1247,7 @@ bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
return gi.voxel_gi_needs_update(p_probe);
}
-void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
+void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
if (!is_dynamic_gi_supported()) {
return;
}
@@ -1451,15 +1255,15 @@ void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_ins
gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
}
-void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, 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) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
if (!rb->sdfgi) {
return; //nothing to debug
}
- rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
+ rb->sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
}
////////////////////////////////
@@ -1474,12 +1278,10 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
- // TODO make sure texture_create_shared_from_slice works for multiview
-
RD::TextureFormat tf;
tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = rb->width;
- tf.height = rb->height;
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
tf.array_layers = rb->view_count;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
@@ -1490,6 +1292,10 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
}
tf.mipmaps = mipmaps_required;
+ rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
//the second one is smaller (only used for separatable part of blur)
tf.width >>= 1;
@@ -1497,78 +1303,84 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
tf.mipmaps--;
rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- int base_width = rb->width;
- int base_height = rb->height;
+ for (uint32_t l = 0; l < rb->view_count; l++) {
+ RenderBuffers::Blur::Layer ll[2];
+ int base_width = rb->internal_width;
+ int base_height = rb->internal_height;
- for (uint32_t i = 0; i < mipmaps_required; i++) {
- RenderBuffers::Blur::Mipmap mm;
- mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
+ for (uint32_t i = 0; i < mipmaps_required; i++) {
+ RenderBuffers::Blur::Mipmap mm;
+ mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i);
- mm.width = base_width;
- mm.height = base_height;
+ mm.width = base_width;
+ mm.height = base_height;
- if (!_render_buffers_can_be_storage()) {
- Vector<RID> fb;
- fb.push_back(mm.texture);
-
- mm.fb = RD::get_singleton()->framebuffer_create(fb);
- }
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(mm.texture);
- if (!_render_buffers_can_be_storage()) {
- // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
- tf.width = MAX(1, base_width >> 1);
- tf.height = base_height;
- tf.mipmaps = 1; // 1 or 0?
+ mm.fb = RD::get_singleton()->framebuffer_create(fb);
+ }
- mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ if (!_render_buffers_can_be_storage()) {
+ // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
+ tf.width = MAX(1, base_width >> 1);
+ tf.height = base_height;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ tf.mipmaps = 1;
+
+ mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> half_fb;
+ half_fb.push_back(mm.half_texture);
+ mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
+ }
- Vector<RID> half_fb;
- half_fb.push_back(mm.half_texture);
- mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
- }
+ ll[0].mipmaps.push_back(mm);
- rb->blur[0].mipmaps.push_back(mm);
+ if (i > 0) {
+ mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1);
- if (i > 0) {
- mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(mm.texture);
- if (!_render_buffers_can_be_storage()) {
- Vector<RID> fb;
- fb.push_back(mm.texture);
+ mm.fb = RD::get_singleton()->framebuffer_create(fb);
- mm.fb = RD::get_singleton()->framebuffer_create(fb);
+ // We can re-use the half texture here as it is an intermediate result
+ }
- // We can re-use the half texture here as it is an intermediate result
+ ll[1].mipmaps.push_back(mm);
}
- rb->blur[1].mipmaps.push_back(mm);
+ base_width = MAX(1, base_width >> 1);
+ base_height = MAX(1, base_height >> 1);
}
- base_width = MAX(1, base_width >> 1);
- base_height = MAX(1, base_height >> 1);
+ rb->blur[0].layers.push_back(ll[0]);
+ rb->blur[1].layers.push_back(ll[1]);
}
if (!_render_buffers_can_be_storage()) {
// create 4 weight textures, 2 full size, 2 half size
tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
- tf.width = rb->width;
- tf.height = rb->height;
- tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
- tf.array_layers = rb->view_count;
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1; // Our DOF effect handles one eye per turn
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tf.mipmaps = 1;
for (uint32_t i = 0; i < 4; i++) {
// associated blur texture
RID texture;
- if (i == 0) {
- texture = rb->texture;
- } else if (i == 1) {
- texture = rb->blur[0].mipmaps[0].texture;
+ if (i == 1) {
+ texture = rb->blur[0].layers[0].mipmaps[0].texture;
} else if (i == 2) {
- texture = rb->blur[1].mipmaps[0].texture;
+ texture = rb->blur[1].layers[0].mipmaps[0].texture;
} else if (i == 3) {
- texture = rb->blur[0].mipmaps[1].texture;
+ texture = rb->blur[0].layers[0].mipmaps[1].texture;
}
// create weight texture
@@ -1576,23 +1388,18 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
// create frame buffer
Vector<RID> fb;
- fb.push_back(texture);
+ if (i != 0) {
+ fb.push_back(texture);
+ }
fb.push_back(rb->weight_buffers[i].weight);
rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
if (i == 1) {
// next 2 are half size
- tf.width = MAX(1, tf.width >> 1);
- tf.height = MAX(1, tf.height >> 1);
+ tf.width = MAX(1u, tf.width >> 1);
+ tf.height = MAX(1u, tf.height >> 1);
}
}
-
- {
- // and finally an FB for just our base weights
- Vector<RID> fb;
- fb.push_back(rb->weight_buffers[0].weight);
- rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb);
- }
}
}
@@ -1631,8 +1438,8 @@ void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *r
void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->luminance.current.is_null());
- int w = rb->width;
- int h = rb->height;
+ int w = rb->internal_width;
+ int h = rb->internal_height;
while (true) {
w = MAX(w / 8, 1);
@@ -1679,14 +1486,46 @@ void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
}
void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
+ if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb
+ for (int i = 0; i < rb->views.size(); i++) {
+ if (rb->views[i].view_fb.is_valid()) {
+ RD::get_singleton()->free(rb->views[i].view_fb);
+ }
+ if (rb->views[i].view_texture.is_valid()) {
+ RD::get_singleton()->free(rb->views[i].view_texture);
+ }
+ if (rb->views[i].view_depth.is_valid()) {
+ RD::get_singleton()->free(rb->views[i].view_depth);
+ }
+ }
+ }
+ rb->views.clear();
+
if (rb->texture_fb.is_valid()) {
RD::get_singleton()->free(rb->texture_fb);
rb->texture_fb = RID();
}
- if (rb->texture.is_valid()) {
- RD::get_singleton()->free(rb->texture);
+ if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) {
+ RD::get_singleton()->free(rb->internal_texture);
rb->texture = RID();
+ rb->internal_texture = RID();
+ rb->upscale_texture = RID();
+ } else {
+ if (rb->texture.is_valid()) {
+ RD::get_singleton()->free(rb->texture);
+ rb->texture = RID();
+ }
+
+ if (rb->internal_texture.is_valid()) {
+ RD::get_singleton()->free(rb->internal_texture);
+ rb->internal_texture = RID();
+ }
+
+ if (rb->upscale_texture.is_valid()) {
+ RD::get_singleton()->free(rb->upscale_texture);
+ rb->upscale_texture = RID();
+ }
}
if (rb->depth_texture.is_valid()) {
@@ -1704,22 +1543,42 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->depth_back_texture = RID();
}
+ if (rb->sss_texture.is_valid()) {
+ RD::get_singleton()->free(rb->sss_texture);
+ rb->sss_texture = RID();
+ }
+
+ if (rb->vrs_fb.is_valid()) {
+ RD::get_singleton()->free(rb->vrs_fb);
+ rb->vrs_fb = RID();
+ }
+
+ if (rb->vrs_texture.is_valid()) {
+ RD::get_singleton()->free(rb->vrs_texture);
+ rb->vrs_texture = RID();
+ }
+
for (int i = 0; i < 2; i++) {
- for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
- // do we free the texture slice here? or is it enough to free the main texture?
+ for (int l = 0; l < rb->blur[i].layers.size(); l++) {
+ for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) {
+ // do we free the texture slice here? or is it enough to free the main texture?
- // do free the mobile extra stuff
- if (rb->blur[i].mipmaps[m].fb.is_valid()) {
- RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
- }
- if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
- RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
- }
- if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
- RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
+ // do free the mobile extra stuff
+ if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb);
+ }
+ // texture and framebuffer in both blur mipmaps are shared, so only free from the first one
+ if (i == 0) {
+ if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb);
+ }
+ if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture);
+ }
+ }
}
}
- rb->blur[i].mipmaps.clear();
+ rb->blur[i].layers.clear();
if (rb->blur[i].texture.is_valid()) {
RD::get_singleton()->free(rb->blur[i].texture);
@@ -1747,53 +1606,39 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->luminance.current = RID();
}
- if (rb->ssao.depth.is_valid()) {
- RD::get_singleton()->free(rb->ssao.depth);
- RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
- RD::get_singleton()->free(rb->ssao.ao_pong);
- RD::get_singleton()->free(rb->ssao.ao_final);
+ if (rb->ss_effects.linear_depth.is_valid()) {
+ RD::get_singleton()->free(rb->ss_effects.linear_depth);
+ rb->ss_effects.linear_depth = RID();
+ rb->ss_effects.linear_depth_slices.clear();
+ }
- RD::get_singleton()->free(rb->ssao.importance_map[0]);
- RD::get_singleton()->free(rb->ssao.importance_map[1]);
+ ss_effects->ssao_free(rb->ss_effects.ssao);
+ ss_effects->ssil_free(rb->ss_effects.ssil);
+ ss_effects->ssr_free(rb->ssr);
- rb->ssao.depth = RID();
- rb->ssao.ao_deinterleaved = RID();
- rb->ssao.ao_pong = RID();
- rb->ssao.ao_final = RID();
- rb->ssao.importance_map[0] = RID();
- rb->ssao.importance_map[1] = RID();
- rb->ssao.depth_slices.clear();
- rb->ssao.ao_deinterleaved_slices.clear();
- rb->ssao.ao_pong_slices.clear();
+ if (rb->taa.history.is_valid()) {
+ RD::get_singleton()->free(rb->taa.history);
+ rb->taa.history = RID();
}
- if (rb->ssr.blur_radius[0].is_valid()) {
- RD::get_singleton()->free(rb->ssr.blur_radius[0]);
- RD::get_singleton()->free(rb->ssr.blur_radius[1]);
- rb->ssr.blur_radius[0] = RID();
- rb->ssr.blur_radius[1] = RID();
+ if (rb->taa.temp.is_valid()) {
+ RD::get_singleton()->free(rb->taa.temp);
+ rb->taa.temp = RID();
}
- if (rb->ssr.depth_scaled.is_valid()) {
- RD::get_singleton()->free(rb->ssr.depth_scaled);
- rb->ssr.depth_scaled = RID();
- RD::get_singleton()->free(rb->ssr.normal_scaled);
- rb->ssr.normal_scaled = RID();
+ if (rb->taa.prev_velocity.is_valid()) {
+ RD::get_singleton()->free(rb->taa.prev_velocity);
+ rb->taa.prev_velocity = RID();
}
- if (rb->ambient_buffer.is_valid()) {
- RD::get_singleton()->free(rb->ambient_buffer);
- RD::get_singleton()->free(rb->reflection_buffer);
- rb->ambient_buffer = RID();
- rb->reflection_buffer = RID();
- }
+ rb->rbgi.free();
}
-void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const Projection &p_camera) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
- bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+ bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
if (!can_use_effects) {
//just copy
@@ -1804,208 +1649,162 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri
_allocate_blur_textures(rb);
}
- storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
+ RendererCompositorRD::singleton->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality);
}
-void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_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) {
+ ERR_FAIL_NULL(ss_effects);
+
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
- bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+ bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
if (!can_use_effects) {
//just copy
- storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
+ copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID(), rb->view_count);
return;
}
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
- ERR_FAIL_COND(!env);
+ ERR_FAIL_COND(p_environment.is_null());
- ERR_FAIL_COND(!env->ssr_enabled);
+ ERR_FAIL_COND(!environment_get_ssr_enabled(p_environment));
- if (rb->ssr.depth_scaled.is_null()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = rb->width / 2;
- tf.height = rb->height / 2;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+ Size2i half_size = Size2i(rb->internal_width / 2, rb->internal_height / 2);
+ if (rb->ssr.output.is_null()) {
+ ss_effects->ssr_allocate_buffers(rb->ssr, _render_buffers_get_color_format(), ssr_roughness_quality, half_size, rb->view_count);
+ }
+ RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS];
+ for (uint32_t v = 0; v < rb->view_count; v++) {
+ texture_slices[v] = rb->views[v].view_texture;
+ depth_slices[v] = rb->views[v].view_depth;
+ }
+ ss_effects->screen_space_reflection(rb->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, p_metallic_mask, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), rb->view_count, p_projections, p_eye_offsets);
+ copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->ssr.output, rb->view_count);
+}
- rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
+void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) {
+ ERR_FAIL_NULL(ss_effects);
- tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
- rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
+ ERR_FAIL_COND(p_environment.is_null());
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = rb->width / 2;
- tf.height = rb->height / 2;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ RENDER_TIMESTAMP("Process SSAO");
- rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
+ RendererRD::SSEffects::SSAOSettings settings;
+ settings.radius = environment_get_ssao_radius(p_environment);
+ settings.intensity = environment_get_ssao_intensity(p_environment);
+ settings.power = environment_get_ssao_power(p_environment);
+ settings.detail = environment_get_ssao_detail(p_environment);
+ settings.horizon = environment_get_ssao_horizon(p_environment);
+ settings.sharpness = environment_get_ssao_sharpness(p_environment);
- if (rb->blur[0].texture.is_null()) {
- _allocate_blur_textures(rb);
- }
+ settings.quality = ssao_quality;
+ settings.half_size = ssao_half_size;
+ settings.adaptive_target = ssao_adaptive_target;
+ settings.blur_passes = ssao_blur_passes;
+ settings.fadeout_from = ssao_fadeout_from;
+ settings.fadeout_to = ssao_fadeout_to;
+ settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height);
- storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
- storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
+ ss_effects->ssao_allocate_buffers(rb->ss_effects.ssao, settings, rb->ss_effects.linear_depth);
+ ss_effects->generate_ssao(rb->ss_effects.ssao, p_normal_buffer, p_projection, settings);
}
-void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) {
+ ERR_FAIL_NULL(ss_effects);
+
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
- ERR_FAIL_COND(!env);
+ ERR_FAIL_COND(p_environment.is_null());
- RENDER_TIMESTAMP("Process SSAO");
+ RENDER_TIMESTAMP("Process SSIL");
- if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
- RD::get_singleton()->free(rb->ssao.depth);
- RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
- RD::get_singleton()->free(rb->ssao.ao_pong);
- RD::get_singleton()->free(rb->ssao.ao_final);
-
- RD::get_singleton()->free(rb->ssao.importance_map[0]);
- RD::get_singleton()->free(rb->ssao.importance_map[1]);
-
- rb->ssao.depth = RID();
- rb->ssao.ao_deinterleaved = RID();
- rb->ssao.ao_pong = RID();
- rb->ssao.ao_final = RID();
- rb->ssao.importance_map[0] = RID();
- rb->ssao.importance_map[1] = RID();
- rb->ssao.depth_slices.clear();
- rb->ssao.ao_deinterleaved_slices.clear();
- rb->ssao.ao_pong_slices.clear();
- }
-
- int buffer_width;
- int buffer_height;
- int half_width;
- int half_height;
- if (ssao_half_size) {
- buffer_width = (rb->width + 3) / 4;
- buffer_height = (rb->height + 3) / 4;
- half_width = (rb->width + 7) / 8;
- half_height = (rb->height + 7) / 8;
- } else {
- buffer_width = (rb->width + 1) / 2;
- buffer_height = (rb->height + 1) / 2;
- half_width = (rb->width + 3) / 4;
- half_height = (rb->height + 3) / 4;
- }
- bool uniform_sets_are_invalid = false;
- if (rb->ssao.depth.is_null()) {
- //allocate depth slices
+ RendererRD::SSEffects::SSILSettings settings;
+ settings.radius = environment_get_ssil_radius(p_environment);
+ settings.intensity = environment_get_ssil_intensity(p_environment);
+ settings.sharpness = environment_get_ssil_sharpness(p_environment);
+ settings.normal_rejection = environment_get_ssil_normal_rejection(p_environment);
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = buffer_width;
- tf.height = buffer_height;
- tf.mipmaps = 4;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
- for (uint32_t i = 0; i < tf.mipmaps; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
- rb->ssao.depth_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
- }
- }
+ settings.quality = ssil_quality;
+ settings.half_size = ssil_half_size;
+ settings.adaptive_target = ssil_adaptive_target;
+ settings.blur_passes = ssil_blur_passes;
+ settings.fadeout_from = ssil_fadeout_from;
+ settings.fadeout_to = ssil_fadeout_to;
+ settings.full_screen_size = Size2i(rb->width, rb->height);
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8_UNORM;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = buffer_width;
- tf.height = buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
- rb->ssao.ao_deinterleaved_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
- }
+ Projection correction;
+ correction.set_depth_correction(true);
+ Projection projection = correction * p_projection;
+ Transform3D transform = p_transform;
+ transform.set_origin(Vector3(0.0, 0.0, 0.0));
+ Projection last_frame_projection = rb->ss_effects.last_frame_projection * Projection(rb->ss_effects.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse();
+
+ ss_effects->ssil_allocate_buffers(rb->ss_effects.ssil, settings, rb->ss_effects.linear_depth);
+ ss_effects->screen_space_indirect_lighting(rb->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings);
+ rb->ss_effects.last_frame_projection = projection;
+ rb->ss_effects.last_frame_transform = transform;
+}
+
+void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ if (rb->ss_effects.ssil.last_frame.is_valid()) {
+ copy_effects->copy_to_rect(rb->texture, rb->ss_effects.ssil.last_frame, Rect2i(0, 0, rb->width, rb->height));
+
+ int width = rb->width;
+ int height = rb->height;
+ for (int i = 0; i < rb->ss_effects.ssil.last_frame_slices.size() - 1; i++) {
+ width = MAX(1, width >> 1);
+ height = MAX(1, height >> 1);
+ copy_effects->make_mipmap(rb->ss_effects.ssil.last_frame_slices[i], rb->ss_effects.ssil.last_frame_slices[i + 1], Size2i(width, height));
}
+ }
+}
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8_UNORM;
+void RendererSceneRenderRD::_process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ bool just_allocated = false;
+ if (rb->taa.history.is_null()) {
+ RD::TextureFormat tf;
+ if (rb->view_count > 1) {
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = buffer_width;
- tf.height = buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
- rb->ssao.ao_pong_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
- }
}
+ tf.format = _render_buffers_get_color_format();
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
+ tf.array_layers = rb->view_count; // create a layer for every view
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = half_width;
- tf.height = half_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
- rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = rb->width;
- tf.height = rb->height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
- }
- ssao_using_half_size = ssao_half_size;
- uniform_sets_are_invalid = true;
- }
+ rb->taa.history = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->taa.temp = RD::get_singleton()->texture_create(tf, RD::TextureView());
- EffectsRD::SSAOSettings settings;
- settings.radius = env->ssao_radius;
- settings.intensity = env->ssao_intensity;
- settings.power = env->ssao_power;
- settings.detail = env->ssao_detail;
- settings.horizon = env->ssao_horizon;
- settings.sharpness = env->ssao_sharpness;
+ tf.format = RD::DATA_FORMAT_R16G16_SFLOAT;
+ rb->taa.prev_velocity = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ just_allocated = true;
+ }
- settings.quality = ssao_quality;
- settings.half_size = ssao_half_size;
- settings.adaptive_target = ssao_adaptive_target;
- settings.blur_passes = ssao_blur_passes;
- settings.fadeout_from = ssao_fadeout_from;
- settings.fadeout_to = ssao_fadeout_to;
- settings.full_screen_size = Size2i(rb->width, rb->height);
- settings.half_screen_size = Size2i(buffer_width, buffer_height);
- settings.quarter_screen_size = Size2i(half_width, half_height);
+ RD::get_singleton()->draw_command_begin_label("TAA");
+ if (!just_allocated) {
+ RendererCompositorRD::singleton->get_effects()->taa_resolve(rb->internal_texture, rb->taa.temp, rb->depth_texture, p_velocity_buffer, rb->taa.prev_velocity, rb->taa.history, Size2(rb->internal_width, rb->internal_height), p_z_near, p_z_far);
+ copy_effects->copy_to_rect(rb->taa.temp, rb->internal_texture, Rect2(0, 0, rb->internal_width, rb->internal_height));
+ }
- storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
+ copy_effects->copy_to_rect(rb->internal_texture, rb->taa.history, Rect2(0, 0, rb->internal_width, rb->internal_height));
+ copy_effects->copy_to_rect(p_velocity_buffer, rb->taa.prev_velocity, Rect2(0, 0, rb->width, rb->height));
+ RD::get_singleton()->draw_command_end_label();
}
void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
RD::get_singleton()->draw_command_begin_label("Copy screen texture");
@@ -2014,19 +1813,19 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
_allocate_blur_textures(rb);
}
- // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
-
bool can_use_storage = _render_buffers_can_be_storage();
- if (can_use_storage) {
- storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
- for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
- storage->get_effects()->make_mipmap(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].texture, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
- }
- } else {
- storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
- for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
- storage->get_effects()->make_mipmap_raster(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].fb, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
+ for (uint32_t v = 0; v < rb->view_count; v++) {
+ if (can_use_storage) {
+ copy_effects->copy_to_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
+ for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
+ copy_effects->make_mipmap(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].texture, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
+ }
+ } else {
+ copy_effects->copy_to_fb_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
+ for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
+ copy_effects->make_mipmap_raster(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].fb, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
+ }
}
}
@@ -2034,7 +1833,7 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
}
void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
RD::get_singleton()->draw_command_begin_label("Copy depth texture");
@@ -2048,49 +1847,53 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
bool can_use_storage = _render_buffers_can_be_storage();
if (can_use_storage) {
- storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
+ copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
} else {
- storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
+ copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
}
RD::get_singleton()->draw_command_end_label();
}
void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
- //glow (if enabled)
- CameraEffects *camfx = camera_effects_owner.getornull(p_render_data->camera_effects);
+ // Glow and override exposure (if enabled).
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
bool can_use_storage = _render_buffers_can_be_storage();
- // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
-
if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
+ RENDER_TIMESTAMP("Depth of Field");
RD::get_singleton()->draw_command_begin_label("DOF");
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
}
- EffectsRD::BokehBuffers buffers;
+ RendererRD::BokehDOF::BokehBuffers buffers;
- // textures we use
- buffers.base_texture_size = Size2i(rb->width, rb->height);
- buffers.base_texture = rb->texture;
- buffers.depth_texture = rb->depth_texture;
- buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
- buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
- buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture;
+ // Textures we use
+ buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
+ buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture;
+ buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture;
+ buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture;
float bokeh_size = camfx->dof_blur_amount * 64.0;
if (can_use_storage) {
- storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
+ for (uint32_t i = 0; i < rb->view_count; i++) {
+ buffers.base_texture = rb->views[i].view_texture;
+ buffers.depth_texture = rb->views[i].view_depth;
+
+ // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
+ float z_near = p_render_data->view_projection[i].get_z_near();
+ float z_far = p_render_data->view_projection[i].get_z_far();
+ bokeh_dof->bokeh_dof_compute(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, z_near, z_far, p_render_data->cam_orthogonal);
+ };
} else {
- // set framebuffers
- buffers.base_fb = rb->texture_fb;
+ // Set framebuffers.
buffers.secondary_fb = rb->weight_buffers[1].fb;
buffers.half_fb[0] = rb->weight_buffers[2].fb;
buffers.half_fb[1] = rb->weight_buffers[3].fb;
@@ -2099,42 +1902,53 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.weight_texture[2] = rb->weight_buffers[2].weight;
buffers.weight_texture[3] = rb->weight_buffers[3].weight;
- // set weight buffers
- buffers.base_weight_fb = rb->base_weight_fb;
+ // Set weight buffers.
+ buffers.base_weight_fb = rb->weight_buffers[0].fb;
+
+ for (uint32_t i = 0; i < rb->view_count; i++) {
+ buffers.base_texture = rb->views[i].view_texture;
+ buffers.depth_texture = rb->views[i].view_depth;
+ buffers.base_fb = rb->views[i].view_fb;
- storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
+ // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
+ float z_near = p_render_data->view_projection[i].get_z_near();
+ float z_far = p_render_data->view_projection[i].get_z_far();
+ bokeh_dof->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, z_near, z_far, p_render_data->cam_orthogonal);
+ }
}
RD::get_singleton()->draw_command_end_label();
}
- if (can_use_effects && env && env->auto_exposure) {
+ if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) {
+ RENDER_TIMESTAMP("Auto exposure");
RD::get_singleton()->draw_command_begin_label("Auto exposure");
if (rb->luminance.current.is_null()) {
_allocate_luminance_textures(rb);
}
- bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
- rb->auto_exposure_version = env->auto_exposure_version;
+ bool set_immediate = environment_get_auto_exposure_version(p_render_data->environment) != rb->auto_exposure_version;
+ rb->auto_exposure_version = environment_get_auto_exposure_version(p_render_data->environment);
- double step = env->auto_exp_speed * time_step;
+ double step = environment_get_auto_exp_speed(p_render_data->environment) * time_step;
if (can_use_storage) {
- storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
+ RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, environment_get_min_luminance(p_render_data->environment), environment_get_max_luminance(p_render_data->environment), step, set_immediate);
} else {
- storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
+ RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, environment_get_min_luminance(p_render_data->environment), environment_get_max_luminance(p_render_data->environment), step, set_immediate);
}
- //swap final reduce with prev luminance
+ // Swap final reduce with prev luminance.
SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
if (!can_use_storage) {
SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
}
- RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
+ RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
RD::get_singleton()->draw_command_end_label();
}
int max_glow_level = -1;
- if (can_use_effects && env && env->glow_enabled) {
+ if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
+ RENDER_TIMESTAMP("Glow");
RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
/* see that blur textures are allocated */
@@ -2144,34 +1958,37 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
}
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
- if (env->glow_levels[i] > 0.0) {
- if (i >= rb->blur[1].mipmaps.size()) {
- max_glow_level = rb->blur[1].mipmaps.size() - 1;
+ if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
+ if (i >= rb->blur[1].layers[0].mipmaps.size()) {
+ max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1;
} else {
max_glow_level = i;
}
}
}
- for (int i = 0; i < (max_glow_level + 1); i++) {
- int vp_w = rb->blur[1].mipmaps[i].width;
- int vp_h = rb->blur[1].mipmaps[i].height;
+ float luminance_multiplier = _render_buffers_get_luminance_multiplier();
+ for (uint32_t l = 0; l < rb->view_count; l++) {
+ for (int i = 0; i < (max_glow_level + 1); i++) {
+ int vp_w = rb->blur[1].layers[l].mipmaps[i].width;
+ int vp_h = rb->blur[1].layers[l].mipmaps[i].height;
- if (i == 0) {
- RID luminance_texture;
- if (env->auto_exposure && rb->luminance.current.is_valid()) {
- luminance_texture = rb->luminance.current;
- }
- if (can_use_storage) {
- storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
- } else {
- storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
- }
- } else {
- if (can_use_storage) {
- storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
+ if (i == 0) {
+ RID luminance_texture;
+ if (environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) {
+ luminance_texture = rb->luminance.current;
+ }
+ if (can_use_storage) {
+ copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, environment_get_auto_exp_scale(p_render_data->environment));
+ } else {
+ copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, environment_get_auto_exp_scale(p_render_data->environment));
+ }
} else {
- storage->get_effects()->gaussian_glow_raster(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, glow_high_quality);
+ if (can_use_storage) {
+ copy_effects->gaussian_glow(rb->blur[1].layers[l].mipmaps[i - 1].texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality);
+ } else {
+ copy_effects->gaussian_glow_raster(rb->blur[1].layers[l].mipmaps[i - 1].texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality);
+ }
}
}
}
@@ -2180,32 +1997,41 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
}
{
+ RENDER_TIMESTAMP("Tonemap");
RD::get_singleton()->draw_command_begin_label("Tonemap");
- //tonemap
- EffectsRD::TonemapSettings tonemap;
+ RendererRD::ToneMapper::TonemapSettings tonemap;
- if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
+ if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) {
tonemap.use_auto_exposure = true;
tonemap.exposure_texture = rb->luminance.current;
- tonemap.auto_exposure_grey = env->auto_exp_scale;
+ tonemap.auto_exposure_grey = environment_get_auto_exp_scale(p_render_data->environment);
} else {
- tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
}
- if (can_use_effects && env && env->glow_enabled) {
+ if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
tonemap.use_glow = true;
- tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
- tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
+ tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
+ tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
- tonemap.glow_levels[i] = env->glow_levels[i];
+ tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
}
- tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
- tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
+ tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width;
+ tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height;
tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
tonemap.glow_texture = rb->blur[1].texture;
+ if (environment_get_glow_map(p_render_data->environment).is_valid()) {
+ tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
+ tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
+ } else {
+ tonemap.glow_map_strength = 0.0f;
+ tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
+ }
+
} else {
- tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
}
if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
@@ -2213,89 +2039,108 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
}
tonemap.use_debanding = rb->use_debanding;
- tonemap.texture_size = Vector2i(rb->width, rb->height);
+ tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height);
+
+ if (p_render_data->environment.is_valid()) {
+ tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
+ tonemap.white = environment_get_white(p_render_data->environment);
+ tonemap.exposure = environment_get_exposure(p_render_data->environment);
+ }
- if (env) {
- tonemap.tonemap_mode = env->tone_mapper;
- tonemap.white = env->white;
- tonemap.exposure = env->exposure;
+ if (camfx && camfx->override_exposure_enabled) {
+ tonemap.exposure = camfx->override_exposure;
}
tonemap.use_color_correction = false;
tonemap.use_1d_color_correction = false;
- tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
-
- if (can_use_effects && env) {
- tonemap.use_bcs = env->adjustments_enabled;
- tonemap.brightness = env->adjustments_brightness;
- tonemap.contrast = env->adjustments_contrast;
- tonemap.saturation = env->adjustments_saturation;
- if (env->adjustments_enabled && env->color_correction.is_valid()) {
+ tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
+
+ if (can_use_effects && p_render_data->environment.is_valid()) {
+ tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
+ tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
+ tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
+ tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
+ if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
tonemap.use_color_correction = true;
- tonemap.use_1d_color_correction = env->use_1d_color_correction;
- tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
+ tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
+ tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
}
}
tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
tonemap.view_count = p_render_data->view_count;
- storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
+ tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
RD::get_singleton()->draw_command_end_label();
}
- storage->render_target_disable_clear_request(rb->render_target);
+ if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
+ RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
+
+ RendererCompositorRD::singleton->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness);
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ texture_storage->render_target_disable_clear_request(rb->render_target);
}
void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
+ // Override exposure (if enabled).
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
- EffectsRD::TonemapSettings tonemap;
+ RendererRD::ToneMapper::TonemapSettings tonemap;
- if (env) {
- tonemap.tonemap_mode = env->tone_mapper;
- tonemap.exposure = env->exposure;
- tonemap.white = env->white;
+ if (p_render_data->environment.is_valid()) {
+ tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
+ tonemap.exposure = environment_get_exposure(p_render_data->environment);
+ tonemap.white = environment_get_white(p_render_data->environment);
+ }
+
+ if (camfx && camfx->override_exposure_enabled) {
+ tonemap.exposure = camfx->override_exposure;
}
// We don't support glow or auto exposure here, if they are needed, don't use subpasses!
// The problem is that we need to use the result so far and process them before we can
// apply this to our results.
- if (can_use_effects && env && env->glow_enabled) {
+ if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
ERR_FAIL_MSG("Glow is not supported when using subpasses.");
}
- if (can_use_effects && env && env->auto_exposure) {
+ if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) {
ERR_FAIL_MSG("Glow is not supported when using subpasses.");
}
tonemap.use_glow = false;
- tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
tonemap.use_auto_exposure = false;
- tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
tonemap.use_color_correction = false;
tonemap.use_1d_color_correction = false;
- tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
-
- if (can_use_effects && env) {
- tonemap.use_bcs = env->adjustments_enabled;
- tonemap.brightness = env->adjustments_brightness;
- tonemap.contrast = env->adjustments_contrast;
- tonemap.saturation = env->adjustments_saturation;
- if (env->adjustments_enabled && env->color_correction.is_valid()) {
+ tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
+
+ if (can_use_effects && p_render_data->environment.is_valid()) {
+ tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
+ tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
+ tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
+ tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
+ if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
tonemap.use_color_correction = true;
- tonemap.use_1d_color_correction = env->use_1d_color_correction;
- tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
+ tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
+ tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
}
}
@@ -2305,100 +2150,102 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
tonemap.view_count = p_render_data->view_count;
- storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
+ tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
RD::get_singleton()->draw_command_end_label();
}
void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
- storage->render_target_disable_clear_request(rb->render_target);
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ texture_storage->render_target_disable_clear_request(rb->render_target);
}
void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
- EffectsRD *effects = storage->get_effects();
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
if (p_shadow_atlas.is_valid()) {
RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
+ if (shadow_atlas_texture.is_null()) {
+ shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ }
+
+ Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
+ copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
if (directional_shadow_get_texture().is_valid()) {
RID shadow_atlas_texture = directional_shadow_get_texture();
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
+ Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
- effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
+ copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
- RID decal_atlas = storage->decal_atlas_get_texture();
+ RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
if (decal_atlas.is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
+ Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
- effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
+ copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
if (rb->luminance.current.is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
+ Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
- effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
+ copy_effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
}
}
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
- RID ao_buf = rb->ssao.ao_final;
- effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
+ Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
+ copy_effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
+ }
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
+ Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
+ copy_effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
+ Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
+ copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
- RID ambient_texture = rb->ambient_buffer;
- RID reflection_texture = rb->reflection_buffer;
- effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->rbgi.ambient_buffer.is_valid()) {
+ Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
+ RID ambient_texture = rb->rbgi.ambient_buffer;
+ RID reflection_texture = rb->rbgi.reflection_buffer;
+ copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, rb->view_count > 1);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
if (p_occlusion_buffer.is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_fb_rect(storage->texture_get_rd_texture(p_occlusion_buffer), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
+ Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
+ copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
}
}
-}
-void RendererSceneRenderRD::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- env->adjustments_enabled = p_enable;
- env->adjustments_brightness = p_brightness;
- env->adjustments_contrast = p_contrast;
- env->adjustments_saturation = p_saturation;
- env->use_1d_color_correction = p_use_1d_color_correction;
- env->color_correction = p_color_correction;
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) {
+ Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
+ copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
+ }
}
RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
if (!rb->blur[0].texture.is_valid()) {
return RID(); //not valid at the moment
@@ -2407,7 +2254,7 @@ RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_b
}
RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
if (!rb->depth_back_texture.is_valid()) {
return RID(); //not valid at the moment
@@ -2415,20 +2262,33 @@ RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_bu
return rb->depth_back_texture;
}
+RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+
+ return rb->depth_texture;
+}
+
RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+
+ return rb->ss_effects.ssao.ao_final;
+}
+RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
- return rb->ssao.ao_final;
+ return rb->ss_effects.ssil.ssil_final;
}
RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
- if (rb->gi.voxel_gi_buffer.is_null()) {
- rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
+ if (rb->rbgi.voxel_gi_buffer.is_null()) {
+ rb->rbgi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererRD::GI::VoxelGIData) * RendererRD::GI::MAX_VOXEL_GI_INSTANCES);
}
- return rb->gi.voxel_gi_buffer;
+ return rb->rbgi.voxel_gi_buffer;
}
RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
@@ -2436,31 +2296,32 @@ RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
}
RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
- return rb->ambient_buffer;
+
+ return rb->rbgi.ambient_buffer;
}
RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
- return rb->reflection_buffer;
+ return rb->rbgi.reflection_buffer;
}
uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0);
ERR_FAIL_COND_V(!rb->sdfgi, 0);
return rb->sdfgi->cascades.size();
}
bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, false);
return rb->sdfgi != nullptr;
}
RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
ERR_FAIL_COND_V(!rb->sdfgi, RID());
@@ -2468,7 +2329,7 @@ RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_rend
}
Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, Vector3());
ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
@@ -2477,24 +2338,24 @@ Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_ren
}
Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, Vector3i());
ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
- int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
+ int32_t probe_divisor = rb->sdfgi->cascade_size / RendererRD::GI::SDFGI::PROBE_DIVISOR;
return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
}
float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0);
ERR_FAIL_COND_V(!rb->sdfgi, 0);
return rb->sdfgi->normal_bias;
}
float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0);
ERR_FAIL_COND_V(!rb->sdfgi, 0);
ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
@@ -2502,7 +2363,7 @@ float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_r
return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
}
uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0);
ERR_FAIL_COND_V(!rb->sdfgi, 0);
@@ -2510,7 +2371,7 @@ uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID
}
uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0);
ERR_FAIL_COND_V(!rb->sdfgi, 0);
@@ -2518,7 +2379,7 @@ uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_rend
}
bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, false);
ERR_FAIL_COND_V(!rb->sdfgi, false);
@@ -2526,14 +2387,14 @@ bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render
}
float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0.0);
ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
return rb->sdfgi->energy;
}
RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
ERR_FAIL_COND_V(!rb->sdfgi, RID());
@@ -2541,20 +2402,20 @@ RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_rend
}
bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, false);
return rb->volumetric_fog != nullptr;
}
RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
return rb->volumetric_fog->fog_map;
}
RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
if (!rb->volumetric_fog) {
@@ -2565,12 +2426,12 @@ RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID
}
float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
return rb->volumetric_fog->length;
}
float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
return rb->volumetric_fog->spread;
}
@@ -2587,17 +2448,32 @@ bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
return true;
}
-void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
+void RendererSceneRenderRD::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, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ if (!_render_buffers_can_be_storage()) {
+ p_internal_height = p_height;
+ p_internal_width = p_width;
+ }
+
+ material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
+ update_uniform_sets();
+
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
// Should we add an overrule per viewport?
+ rb->internal_width = p_internal_width;
+ rb->internal_height = p_internal_height;
rb->width = p_width;
rb->height = p_height;
+ rb->fsr_sharpness = p_fsr_sharpness;
rb->render_target = p_render_target;
rb->msaa = p_msaa;
rb->screen_space_aa = p_screen_space_aa;
+ rb->use_taa = p_use_taa;
rb->use_debanding = p_use_debanding;
rb->view_count = p_view_count;
@@ -2616,8 +2492,8 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
}
tf.format = _render_buffers_get_color_format();
- tf.width = rb->width;
- tf.height = rb->height;
+ tf.width = rb->internal_width; // If set to rb->width, msaa won't crash
+ tf.height = rb->internal_height; // If set to rb->width, msaa won't crash
tf.array_layers = rb->view_count; // create a layer for every view
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
@@ -2625,7 +2501,17 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
}
tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
- rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ if ((p_internal_width != p_width || p_internal_height != p_height)) {
+ tf.width = rb->width;
+ tf.height = rb->height;
+ rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ } else {
+ rb->texture = rb->internal_texture;
+ rb->upscale_texture = rb->internal_texture;
+ }
}
{
@@ -2634,13 +2520,13 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
}
if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, (RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
} else {
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
}
- tf.width = rb->width;
- tf.height = rb->height;
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
tf.array_layers = rb->view_count; // create a layer for every view
@@ -2653,19 +2539,50 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
- if (!_render_buffers_can_be_storage()) {
- // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
- Vector<RID> fb;
- fb.push_back(rb->texture);
+ {
+ if (!_render_buffers_can_be_storage()) {
+ // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
+ Vector<RID> fb;
+ fb.push_back(rb->internal_texture);
+
+ rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
+ }
- rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
+ rb->views.clear(); // JIC
+ if (rb->view_count == 1) {
+ // copy as a convenience
+ RenderBuffers::View view;
+ view.view_texture = rb->texture;
+ view.view_depth = rb->depth_texture;
+ view.view_fb = rb->texture_fb;
+ rb->views.push_back(view);
+ } else {
+ for (uint32_t i = 0; i < rb->view_count; i++) {
+ RenderBuffers::View view;
+ view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->texture, i, 0);
+ view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0);
+
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(view.view_texture);
+ view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1);
+ }
+
+ rb->views.push_back(view);
+ }
+ }
+ }
+
+ RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->render_target);
+ if (is_vrs_supported() && vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
+ vrs->create_vrs_texture(p_internal_width, p_internal_height, p_view_count, rb->vrs_texture, rb->vrs_fb);
}
- RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
- rb->data->configure(rb->texture, rb->depth_texture, target_texture, rb->width, rb->height, p_msaa, p_view_count);
+ RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
+ rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_use_taa, p_view_count, rb->vrs_texture);
if (is_clustered_enabled()) {
- rb->cluster_builder->setup(Size2i(rb->width, rb->height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
+ rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture);
}
}
@@ -2686,7 +2603,7 @@ void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, floa
sss_depth_scale = p_depth_scale;
}
-void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
+void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
if (shadows_quality != p_quality) {
@@ -2695,9 +2612,14 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
switch (shadows_quality) {
case RS::SHADOW_QUALITY_HARD: {
penumbra_shadow_samples = 4;
- soft_shadow_samples = 1;
+ soft_shadow_samples = 0;
shadows_quality_radius = 1.0;
} break;
+ case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
+ penumbra_shadow_samples = 4;
+ soft_shadow_samples = 1;
+ shadows_quality_radius = 1.5;
+ } break;
case RS::SHADOW_QUALITY_SOFT_LOW: {
penumbra_shadow_samples = 8;
soft_shadow_samples = 4;
@@ -2728,7 +2650,7 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
_update_shader_quality_settings();
}
-void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
+void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
if (directional_shadow_quality != p_quality) {
@@ -2737,9 +2659,14 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q
switch (directional_shadow_quality) {
case RS::SHADOW_QUALITY_HARD: {
directional_penumbra_shadow_samples = 4;
- directional_soft_shadow_samples = 1;
+ directional_soft_shadow_samples = 0;
directional_shadow_quality_radius = 1.0;
} break;
+ case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
+ directional_penumbra_shadow_samples = 4;
+ directional_soft_shadow_samples = 1;
+ directional_shadow_quality_radius = 1.5;
+ } break;
case RS::SHADOW_QUALITY_SOFT_LOW: {
directional_penumbra_shadow_samples = 8;
directional_soft_shadow_samples = 4;
@@ -2794,12 +2721,13 @@ bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
}
RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, nullptr);
return rb->data;
}
void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
+ RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
cluster.reflection_count = 0;
for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
@@ -2807,7 +2735,7 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
break;
}
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflections[i]);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
if (!rpi) {
continue;
}
@@ -2834,37 +2762,37 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
- Vector3 extents = storage->reflection_probe_get_extents(base_probe);
+ Vector3 extents = light_storage->reflection_probe_get_extents(base_probe);
- rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
+ rpi->cull_mask = light_storage->reflection_probe_get_cull_mask(base_probe);
reflection_ubo.box_extents[0] = extents.x;
reflection_ubo.box_extents[1] = extents.y;
reflection_ubo.box_extents[2] = extents.z;
reflection_ubo.index = rpi->atlas_index;
- Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
+ Vector3 origin_offset = light_storage->reflection_probe_get_origin_offset(base_probe);
reflection_ubo.box_offset[0] = origin_offset.x;
reflection_ubo.box_offset[1] = origin_offset.y;
reflection_ubo.box_offset[2] = origin_offset.z;
- reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
+ reflection_ubo.mask = light_storage->reflection_probe_get_cull_mask(base_probe);
- reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
- reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
+ reflection_ubo.intensity = light_storage->reflection_probe_get_intensity(base_probe);
+ reflection_ubo.ambient_mode = light_storage->reflection_probe_get_ambient_mode(base_probe);
- reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
- reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
+ reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe);
+ reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe);
- Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
- float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
+ Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
+ float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe);
reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
Transform3D transform = rpi->transform;
Transform3D proj = (p_camera_inverse_transform * transform).inverse();
- RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
+ RendererRD::MaterialStorage::store_transform(proj, reflection_ubo.local_matrix);
if (current_cluster_builder != nullptr) {
current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
@@ -2879,13 +2807,15 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
}
void RendererSceneRenderRD::_setup_lights(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) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
+
Transform3D inverse_transform = p_camera_transform.affine_inverse();
r_directional_light_count = 0;
r_positional_light_count = 0;
- sky.sky_scene_state.ubo.directional_light_count = 0;
- Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+ Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
cluster.omni_light_count = 0;
cluster.spot_light_count = 0;
@@ -2893,7 +2823,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
r_directional_light_soft_shadows = false;
for (int i = 0; i < (int)p_lights.size(); i++) {
- LightInstance *li = light_instance_owner.getornull(p_lights[i]);
+ LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
if (!li) {
continue;
}
@@ -2901,46 +2831,10 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
ERR_CONTINUE(base.is_null());
- RS::LightType type = storage->light_get_type(base);
+ RS::LightType type = light_storage->light_get_type(base);
switch (type) {
case RS::LIGHT_DIRECTIONAL: {
- // Copy to SkyDirectionalLightData
- if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
- RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
- Transform3D light_transform = li->transform;
- Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
-
- sky_light_data.direction[0] = world_direction.x;
- sky_light_data.direction[1] = world_direction.y;
- sky_light_data.direction[2] = -world_direction.z;
-
- float sign = storage->light_is_negative(base) ? -1 : 1;
- sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
-
- Color linear_col = storage->light_get_color(base).to_linear();
- sky_light_data.color[0] = linear_col.r;
- sky_light_data.color[1] = linear_col.g;
- sky_light_data.color[2] = linear_col.b;
-
- sky_light_data.enabled = true;
-
- float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- if (angular_diameter > 0.0) {
- // I know tan(0) is 0, but let's not risk it with numerical precision.
- // technically this will keep expanding until reaching the sun, but all we care
- // is expand until we reach the radius of the near plane (there can't be more occluders than that)
- angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
- if (storage->light_has_shadow(base)) {
- r_directional_light_soft_shadows = true;
- }
- } else {
- angular_diameter = 0.0;
- }
- sky_light_data.size = angular_diameter;
- sky.sky_scene_state.ubo.directional_light_count++;
- }
-
- if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
+ if (r_directional_light_count >= cluster.max_directional_lights || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
continue;
}
@@ -2954,99 +2848,69 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
- float sign = storage->light_is_negative(base) ? -1 : 1;
+ float sign = light_storage->light_is_negative(base) ? -1 : 1;
- light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
+ light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
- Color linear_col = storage->light_get_color(base).to_linear();
+ Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
light_data.color[0] = linear_col.r;
light_data.color[1] = linear_col.g;
light_data.color[2] = linear_col.b;
- light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
- light_data.mask = storage->light_get_cull_mask(base);
+ light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
+ light_data.mask = light_storage->light_get_cull_mask(base);
- float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
- Color shadow_col = storage->light_get_shadow_color(base).to_linear();
-
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
- light_data.shadow_color1[0] = 1.0;
- light_data.shadow_color1[1] = 0.0;
- light_data.shadow_color1[2] = 0.0;
- light_data.shadow_color1[3] = 1.0;
- light_data.shadow_color2[0] = 0.0;
- light_data.shadow_color2[1] = 1.0;
- light_data.shadow_color2[2] = 0.0;
- light_data.shadow_color2[3] = 1.0;
- light_data.shadow_color3[0] = 0.0;
- light_data.shadow_color3[1] = 0.0;
- light_data.shadow_color3[2] = 1.0;
- light_data.shadow_color3[3] = 1.0;
- light_data.shadow_color4[0] = 1.0;
- light_data.shadow_color4[1] = 1.0;
- light_data.shadow_color4[2] = 0.0;
- light_data.shadow_color4[3] = 1.0;
-
- } else {
- light_data.shadow_color1[0] = shadow_col.r;
- light_data.shadow_color1[1] = shadow_col.g;
- light_data.shadow_color1[2] = shadow_col.b;
- light_data.shadow_color1[3] = 1.0;
- light_data.shadow_color2[0] = shadow_col.r;
- light_data.shadow_color2[1] = shadow_col.g;
- light_data.shadow_color2[2] = shadow_col.b;
- light_data.shadow_color2[3] = 1.0;
- light_data.shadow_color3[0] = shadow_col.r;
- light_data.shadow_color3[1] = shadow_col.g;
- light_data.shadow_color3[2] = shadow_col.b;
- light_data.shadow_color3[3] = 1.0;
- light_data.shadow_color4[0] = shadow_col.r;
- light_data.shadow_color4[1] = shadow_col.g;
- light_data.shadow_color4[2] = shadow_col.b;
- light_data.shadow_color4[3] = 1.0;
+ WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
}
- light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
+ light_data.shadow_opacity = p_using_shadows && light_storage->light_has_shadow(base) ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) : 0.0;
- float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) {
+ // Only enable PCSS-like soft shadows if blurring is enabled.
+ // Otherwise, performance would decrease with no visual difference.
+ r_directional_light_soft_shadows = true;
+ }
} else {
angular_diameter = 0.0;
}
- if (light_data.shadow_enabled) {
- RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
+ if (light_data.shadow_opacity > 0.001) {
+ RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
- light_data.blend_splits = storage->light_directional_get_blend_splits(base);
+ light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base);
for (int j = 0; j < 4; j++) {
Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
- CameraMatrix matrix = li->shadow_transform[j].camera;
+ Projection matrix = li->shadow_transform[j].camera;
float split = li->shadow_transform[MIN(limit, j)].split;
- CameraMatrix bias;
+ Projection bias;
bias.set_light_bias();
- CameraMatrix rectm;
+ Projection rectm;
rectm.set_light_atlas_rect(atlas_rect);
Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
- CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
+ Projection shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
float bias_scale = li->shadow_transform[j].bias_scale;
- light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
- light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
- light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
+ light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
+ light_data.shadow_normal_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
+ light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale;
light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
- RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
+ RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
Vector2 uv_scale = li->shadow_transform[j].uv_scale;
uv_scale *= atlas_rect.size; //adapt to atlas size
@@ -3070,14 +2934,14 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
- float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
+ float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
light_data.fade_to = -light_data.shadow_split_offsets[3];
- light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
+ light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
- light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
+ light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.softshadow_angle = angular_diameter;
- light_data.bake_mode = storage->light_get_bake_mode(base);
+ light_data.bake_mode = light_storage->light_get_bake_mode(base);
if (angular_diameter <= 0.0) {
light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
@@ -3091,8 +2955,22 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
continue;
}
+ const real_t distance = camera_plane.distance_to(li->transform.origin);
+
+ if (light_storage->light_is_distance_fade_enabled(li->light)) {
+ const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
+ const float fade_length = light_storage->light_get_distance_fade_length(li->light);
+
+ if (distance > fade_begin) {
+ if (distance > fade_begin + fade_length) {
+ // Out of range, don't draw this light to improve performance.
+ continue;
+ }
+ }
+ }
+
cluster.omni_light_sort[cluster.omni_light_count].instance = li;
- cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
+ cluster.omni_light_sort[cluster.omni_light_count].depth = distance;
cluster.omni_light_count++;
} break;
case RS::LIGHT_SPOT: {
@@ -3100,8 +2978,22 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
continue;
}
+ const real_t distance = camera_plane.distance_to(li->transform.origin);
+
+ if (light_storage->light_is_distance_fade_enabled(li->light)) {
+ const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
+ const float fade_length = light_storage->light_get_distance_fade_length(li->light);
+
+ if (distance > fade_begin) {
+ if (distance > fade_begin + fade_length) {
+ // Out of range, don't draw this light to improve performance.
+ continue;
+ }
+ }
+ }
+
cluster.spot_light_sort[cluster.spot_light_count].instance = li;
- cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
+ cluster.spot_light_sort[cluster.spot_light_count].depth = distance;
cluster.spot_light_count++;
} break;
}
@@ -3122,7 +3014,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
ShadowAtlas *shadow_atlas = nullptr;
if (p_shadow_atlas.is_valid() && p_using_shadows) {
- shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
}
bool using_forward_ids = _uses_forward_ids();
@@ -3140,20 +3032,44 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
Transform3D light_transform = li->transform;
- float sign = storage->light_is_negative(base) ? -1 : 1;
- Color linear_col = storage->light_get_color(base).to_linear();
+ float sign = light_storage->light_is_negative(base) ? -1 : 1;
+ Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
+
+ light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
- light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
+ // Reuse fade begin, fade length and distance for shadow LOD determination later.
+ float fade_begin = 0.0;
+ float fade_shadow = 0.0;
+ float fade_length = 0.0;
+ real_t distance = 0.0;
- float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
+ float fade = 1.0;
+ float shadow_opacity_fade = 1.0;
+ if (light_storage->light_is_distance_fade_enabled(li->light)) {
+ fade_begin = light_storage->light_get_distance_fade_begin(li->light);
+ fade_shadow = light_storage->light_get_distance_fade_shadow(li->light);
+ fade_length = light_storage->light_get_distance_fade_length(li->light);
+ distance = camera_plane.distance_to(li->transform.origin);
+
+ // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
+ if (distance > fade_begin) {
+ fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
+ }
+
+ if (distance > fade_shadow) {
+ shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length);
+ }
+ }
+
+ float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
light_data.color[0] = linear_col.r * energy;
light_data.color[1] = linear_col.g * energy;
light_data.color[2] = linear_col.b * energy;
- light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
- light_data.bake_mode = storage->light_get_bake_mode(base);
+ light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
+ light_data.bake_mode = light_storage->light_get_bake_mode(base);
- float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
+ float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
light_data.inv_radius = 1.0 / radius;
Vector3 pos = inverse_transform.xform(light_transform.origin);
@@ -3168,25 +3084,25 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
- float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
light_data.size = size;
- light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
- float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
- light_data.mask = storage->light_get_cull_mask(base);
+ light_data.mask = light_storage->light_get_cull_mask(base);
light_data.atlas_rect[0] = 0;
light_data.atlas_rect[1] = 0;
light_data.atlas_rect[2] = 0;
light_data.atlas_rect[3] = 0;
- RID projector = storage->light_get_projector(base);
+ RID projector = light_storage->light_get_projector(base);
if (projector.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
+ Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector);
if (type == RS::LIGHT_SPOT) {
light_data.projector_rect[0] = rect.position.x;
@@ -3206,21 +3122,31 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.projector_rect[3] = 0;
}
- if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
+ const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self);
+
+ bool in_shadow_range = true;
+ if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
+ if (distance > light_storage->light_get_distance_fade_shadow(li->light) + light_storage->light_get_distance_fade_length(li->light)) {
+ // Out of range, don't draw shadows to improve performance.
+ in_shadow_range = false;
+ }
+ }
+
+ if (needs_shadow && in_shadow_range) {
// fill in the shadow information
- light_data.shadow_enabled = true;
+ light_data.shadow_opacity = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) * shadow_opacity_fade;
float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
- light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
+ light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
if (type == RS::LIGHT_SPOT) {
- light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
+ light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
} else { //omni
- light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
+ light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
}
- light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
+ light_data.transmittance_bias = light_storage->light_get_transmittance_bias(base);
Vector2i omni_offset;
Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
@@ -3230,15 +3156,17 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.atlas_rect[2] = rect.size.width;
light_data.atlas_rect[3] = rect.size.height;
- light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
- light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
+ light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
+ light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
if (type == RS::LIGHT_OMNI) {
Transform3D proj = (inverse_transform * light_transform).inverse();
- RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
+ RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix);
- if (size > 0.0) {
+ if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
+ // Only enable PCSS-like soft shadows if blurring is enabled.
+ // Otherwise, performance would decrease with no visual difference.
light_data.soft_shadow_size = size;
} else {
light_data.soft_shadow_size = 0.0;
@@ -3249,14 +3177,16 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.direction[1] = omni_offset.y * float(rect.size.height);
} else if (type == RS::LIGHT_SPOT) {
Transform3D modelview = (inverse_transform * light_transform).inverse();
- CameraMatrix bias;
+ Projection bias;
bias.set_light_bias();
- CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
- RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
+ Projection shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
+ RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix);
- if (size > 0.0) {
- CameraMatrix cm = li->shadow_transform[0].camera;
+ if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
+ // Only enable PCSS-like soft shadows if blurring is enabled.
+ // Otherwise, performance would decrease with no visual difference.
+ Projection cm = li->shadow_transform[0].camera;
float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
} else {
@@ -3265,10 +3195,10 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
} else {
- light_data.shadow_enabled = false;
+ light_data.shadow_opacity = 0.0;
}
- li->cull_mask = storage->light_get_cull_mask(base);
+ li->cull_mask = light_storage->light_get_cull_mask(base);
if (current_cluster_builder != nullptr) {
current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
@@ -3292,6 +3222,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+
Transform3D uv_xform;
uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
@@ -3305,7 +3237,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
break;
}
- DecalInstance *di = decal_instance_owner.getornull(p_decals[i]);
+ DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
if (!di) {
continue;
}
@@ -3315,9 +3247,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
- if (storage->decal_is_distance_fade_enabled(decal)) {
- float fade_begin = storage->decal_get_distance_fade_begin(decal);
- float fade_length = storage->decal_get_distance_fade_length(decal);
+ if (texture_storage->decal_is_distance_fade_enabled(decal)) {
+ float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
+ float fade_length = texture_storage->decal_get_distance_fade_length(decal);
if (distance > fade_begin) {
if (distance > fade_begin + fade_length) {
@@ -3345,42 +3277,43 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
_map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
}
- di->cull_mask = storage->decal_get_cull_mask(decal);
+ di->cull_mask = texture_storage->decal_get_cull_mask(decal);
Transform3D xform = di->transform;
float fade = 1.0;
- if (storage->decal_is_distance_fade_enabled(decal)) {
- real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
- float fade_begin = storage->decal_get_distance_fade_begin(decal);
- float fade_length = storage->decal_get_distance_fade_length(decal);
+ if (texture_storage->decal_is_distance_fade_enabled(decal)) {
+ const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
+ const float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
+ const float fade_length = texture_storage->decal_get_distance_fade_length(decal);
if (distance > fade_begin) {
- fade = 1.0 - (distance - fade_begin) / fade_length;
+ // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
+ fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
}
}
Cluster::DecalData &dd = cluster.decals[i];
- Vector3 decal_extents = storage->decal_get_extents(decal);
+ Vector3 decal_extents = texture_storage->decal_get_extents(decal);
Transform3D scale_xform;
- scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
+ scale_xform.basis.scale(decal_extents);
Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
- RendererStorageRD::store_transform(to_decal_xform, dd.xform);
+ RendererRD::MaterialStorage::store_transform(to_decal_xform, dd.xform);
- Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
+ Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
dd.normal[0] = normal.x;
dd.normal[1] = normal.y;
dd.normal[2] = normal.z;
- dd.normal_fade = storage->decal_get_normal_fade(decal);
+ dd.normal_fade = texture_storage->decal_get_normal_fade(decal);
- RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
- RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
+ RID albedo_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
+ RID emission_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
if (albedo_tex.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
+ Rect2 rect = texture_storage->decal_atlas_get_texture_rect(albedo_tex);
dd.albedo_rect[0] = rect.position.x;
dd.albedo_rect[1] = rect.position.y;
dd.albedo_rect[2] = rect.size.x;
@@ -3395,17 +3328,17 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.albedo_rect[3] = 0;
}
- RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
+ RID normal_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
if (normal_tex.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
+ Rect2 rect = texture_storage->decal_atlas_get_texture_rect(normal_tex);
dd.normal_rect[0] = rect.position.x;
dd.normal_rect[1] = rect.position.y;
dd.normal_rect[2] = rect.size.x;
dd.normal_rect[3] = rect.size.y;
Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
- RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
+ RendererRD::MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform);
} else {
dd.normal_rect[0] = 0;
dd.normal_rect[1] = 0;
@@ -3413,9 +3346,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.normal_rect[3] = 0;
}
- RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
+ RID orm_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
if (orm_tex.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
+ Rect2 rect = texture_storage->decal_atlas_get_texture_rect(orm_tex);
dd.orm_rect[0] = rect.position.x;
dd.orm_rect[1] = rect.position.y;
dd.orm_rect[2] = rect.size.x;
@@ -3428,7 +3361,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
}
if (emission_tex.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
+ Rect2 rect = texture_storage->decal_atlas_get_texture_rect(emission_tex);
dd.emission_rect[0] = rect.position.x;
dd.emission_rect[1] = rect.position.y;
dd.emission_rect[2] = rect.size.x;
@@ -3440,16 +3373,16 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.emission_rect[3] = 0;
}
- Color modulate = storage->decal_get_modulate(decal);
+ Color modulate = texture_storage->decal_get_modulate(decal);
dd.modulate[0] = modulate.r;
dd.modulate[1] = modulate.g;
dd.modulate[2] = modulate.b;
dd.modulate[3] = modulate.a * fade;
- dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
- dd.albedo_mix = storage->decal_get_albedo_mix(decal);
- dd.mask = storage->decal_get_cull_mask(decal);
- dd.upper_fade = storage->decal_get_upper_fade(decal);
- dd.lower_fade = storage->decal_get_lower_fade(decal);
+ dd.emission_energy = texture_storage->decal_get_emission_energy(decal) * fade;
+ dd.albedo_mix = texture_storage->decal_get_albedo_mix(decal);
+ dd.mask = texture_storage->decal_get_cull_mask(decal);
+ dd.upper_fade = texture_storage->decal_get_upper_fade(decal);
+ dd.lower_fade = texture_storage->decal_get_lower_fade(decal);
if (current_cluster_builder != nullptr) {
current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
@@ -3461,36 +3394,13 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
}
}
-void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
- ERR_FAIL_COND(!rb->volumetric_fog);
-
- RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
- RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
- RD::get_singleton()->free(rb->volumetric_fog->fog_map);
-
- if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- }
- if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
- }
- if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
- }
- if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
- }
+////////////////////////////////////////////////////////////////////////////////
+// FOG SHADER
- memdelete(rb->volumetric_fog);
-
- rb->volumetric_fog = nullptr;
-}
-
-void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_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) {
+void RendererSceneRenderRD::_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) {
ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
@@ -3498,390 +3408,54 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
if (rb->volumetric_fog) {
//validate
- if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
- _volumetric_fog_erase(rb);
+ if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment) || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
+ memdelete(rb->volumetric_fog);
+ rb->volumetric_fog = nullptr;
}
}
- if (!env || !env->volumetric_fog_enabled) {
+ if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment)) {
//no reason to enable or update, bye
return;
}
- RENDER_TIMESTAMP(">Volumetric Fog");
-
- if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
+ if (p_environment.is_valid() && environment_get_volumetric_fog_enabled(p_environment) && !rb->volumetric_fog) {
//required volumetric fog but not existing, create
- rb->volumetric_fog = memnew(VolumetricFog);
- rb->volumetric_fog->width = target_width;
- rb->volumetric_fog->height = target_height;
- rb->volumetric_fog->depth = volumetric_fog_depth;
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = target_width;
- tf.height = target_height;
- tf.depth = volumetric_fog_depth;
- tf.texture_type = RD::TEXTURE_TYPE_3D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
-
- rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
-
- rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
-
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->volumetric_fog->fog_map);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
+ rb->volumetric_fog = memnew(RendererRD::Fog::VolumetricFog(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd));
}
- //update volumetric fog
-
- if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- //re create uniform set if needed
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
- if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
- } else {
- u.ids.push_back(shadow_atlas->depth);
- }
-
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- if (directional_shadow.depth.is_valid()) {
- u.ids.push_back(directional_shadow.depth);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
- }
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 3;
- u.ids.push_back(get_omni_light_buffer());
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 4;
- u.ids.push_back(get_spot_light_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 5;
- u.ids.push_back(get_directional_light_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 6;
- u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 7;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.ids.push_back(rb->volumetric_fog->light_density_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.ids.push_back(rb->volumetric_fog->fog_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.ids.push_back(shadow_sampler);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 11;
- u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 12;
- for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
- u.ids.push_back(rb->gi.voxel_gi_textures[i]);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 13;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 14;
- u.ids.push_back(volumetric_fog.params_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 15;
- u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
-
- SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
-
- rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
- }
-
- bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
-
- if (using_sdfgi) {
- if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(gi.sdfgi_ubo);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- u.ids.push_back(rb->sdfgi->ambient_texture);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- u.ids.push_back(rb->sdfgi->occlusion_texture);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
- }
- }
-
- rb->volumetric_fog->length = env->volumetric_fog_length;
- rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
-
- VolumetricFogShader::ParamsUBO params;
-
- Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
- Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
- float z_near = p_cam_projection.get_z_near();
- float z_far = p_cam_projection.get_z_far();
- float fog_end = env->volumetric_fog_length;
-
- Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
- Vector2 fog_near_size;
- if (p_cam_projection.is_orthogonal()) {
- fog_near_size = fog_far_size;
- } else {
- fog_near_size = Vector2();
- }
-
- params.fog_frustum_size_begin[0] = fog_near_size.x;
- params.fog_frustum_size_begin[1] = fog_near_size.y;
-
- params.fog_frustum_size_end[0] = fog_far_size.x;
- params.fog_frustum_size_end[1] = fog_far_size.y;
-
- params.z_near = z_near;
- params.z_far = z_far;
-
- params.fog_frustum_end = fog_end;
-
- params.fog_volume_size[0] = rb->volumetric_fog->width;
- params.fog_volume_size[1] = rb->volumetric_fog->height;
- params.fog_volume_size[2] = rb->volumetric_fog->depth;
-
- params.directional_light_count = p_directional_light_count;
-
- Color light = env->volumetric_fog_light.to_linear();
- params.light_energy[0] = light.r * env->volumetric_fog_light_energy;
- params.light_energy[1] = light.g * env->volumetric_fog_light_energy;
- params.light_energy[2] = light.b * env->volumetric_fog_light_energy;
- params.base_density = env->volumetric_fog_density;
-
- params.detail_spread = env->volumetric_fog_detail_spread;
- params.gi_inject = env->volumetric_fog_gi_inject;
-
- params.cam_rotation[0] = p_cam_transform.basis[0][0];
- params.cam_rotation[1] = p_cam_transform.basis[1][0];
- params.cam_rotation[2] = p_cam_transform.basis[2][0];
- params.cam_rotation[3] = 0;
- params.cam_rotation[4] = p_cam_transform.basis[0][1];
- params.cam_rotation[5] = p_cam_transform.basis[1][1];
- params.cam_rotation[6] = p_cam_transform.basis[2][1];
- params.cam_rotation[7] = 0;
- params.cam_rotation[8] = p_cam_transform.basis[0][2];
- params.cam_rotation[9] = p_cam_transform.basis[1][2];
- params.cam_rotation[10] = p_cam_transform.basis[2][2];
- params.cam_rotation[11] = 0;
- params.filter_axis = 0;
- params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
- params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
-
- Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
- storage->store_transform(to_prev_cam_view, params.to_prev_view);
-
- params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
- params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
-
- {
- uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
- params.cluster_shift = get_shift_from_power_of_2(cluster_size);
-
- uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
- uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
- params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
- params.cluster_width = cluster_screen_width;
- params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
-
- params.screen_size[0] = rb->width;
- params.screen_size[1] = rb->height;
- }
-
- /* Vector2 dssize = directional_shadow_get_size();
- push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
- push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
-*/
-
- RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
-
- RENDER_TIMESTAMP("Render Fog");
- RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- bool use_filter = volumetric_fog_filter_active;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
-
- if (using_sdfgi) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
- }
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
-
- RD::get_singleton()->draw_command_end_label();
-
- RD::get_singleton()->compute_list_end();
-
- RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0);
-
- compute_list = RD::get_singleton()->compute_list_begin();
-
- if (use_filter) {
- RD::get_singleton()->draw_command_begin_label("Filter Fog");
-
- RENDER_TIMESTAMP("Filter Fog");
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
-
- RD::get_singleton()->compute_list_end();
- //need restart for buffer update
-
- params.filter_axis = 1;
- RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
-
- compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
- if (using_sdfgi) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
- }
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label();
+ if (rb->volumetric_fog) {
+ RendererRD::Fog::VolumetricFogSettings settings;
+ settings.rb_size = Vector2i(rb->width, rb->height);
+ settings.time = time;
+ settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
+ settings.max_cluster_elements = max_cluster_elements;
+ settings.volumetric_fog_filter_active = volumetric_fog_filter_active;
+
+ settings.shadow_sampler = shadow_sampler;
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
+ settings.shadow_atlas_depth = shadow_atlas ? shadow_atlas->depth : RID();
+ settings.voxel_gl_buffer = render_buffers_get_voxel_gi_buffer(p_render_buffers);
+ settings.omni_light_buffer = get_omni_light_buffer();
+ settings.spot_light_buffer = get_spot_light_buffer();
+ settings.directional_shadow_depth = directional_shadow.depth;
+ settings.directional_light_buffer = get_directional_light_buffer();
+
+ settings.vfog = rb->volumetric_fog;
+ settings.cluster_builder = rb->cluster_builder;
+ settings.rbgi = &rb->rbgi;
+ settings.sdfgi = rb->sdfgi;
+ settings.env = p_environment;
+ settings.sky = &sky;
+ settings.gi = &gi;
+
+ RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes);
}
-
- RENDER_TIMESTAMP("Integrate Fog");
- RD::get_singleton()->draw_command_begin_label("Integrate Fog");
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
-
- RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
-
- RENDER_TIMESTAMP("<Volumetric Fog");
- RD::get_singleton()->draw_command_end_label();
-
- rb->volumetric_fog->prev_cam_transform = p_cam_transform;
}
bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
if (p_render_data->render_buffers.is_valid()) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
if (rb->sdfgi != nullptr) {
return true;
}
@@ -3892,14 +3466,13 @@ bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_da
void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
if (p_render_data->render_buffers.is_valid()) {
if (p_use_gi) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(rb == nullptr);
if (rb->sdfgi == nullptr) {
return;
}
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
- rb->sdfgi->update_probes(env, sky.sky_owner.getornull(env->sky));
+ rb->sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
}
}
}
@@ -3912,11 +3485,12 @@ void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, boo
}
}
-void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
+void RendererSceneRenderRD::_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) {
// Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
+ RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
if (p_render_data->render_buffers.is_valid() && p_use_gi) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(rb == nullptr);
if (rb->sdfgi != nullptr) {
rb->sdfgi->store_probes();
@@ -3927,15 +3501,15 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
render_state.shadows.clear();
render_state.directional_shadows.clear();
- Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
{
for (int i = 0; i < render_state.render_shadow_count; i++) {
- LightInstance *li = light_instance_owner.getornull(render_state.render_shadows[i].light);
+ LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
- if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
+ if (light_storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
render_state.directional_shadows.push_back(i);
- } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
+ } else if (light_storage->light_get_type(li->light) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
render_state.cube_shadows.push_back(i);
} else {
render_state.shadows.push_back(i);
@@ -3944,7 +3518,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//cube shadows are rendered in their own way
for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info);
+ _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
}
if (render_state.directional_shadows.size()) {
@@ -3961,7 +3535,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
if (render_shadows && render_gi) {
- RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
+ RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)");
} else if (render_shadows) {
RENDER_TIMESTAMP("Render Shadows");
} else if (render_gi) {
@@ -3974,11 +3548,11 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//render directional shadows
for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
+ _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
}
//render positional shadows
for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
+ _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
}
_render_shadow_process();
@@ -3986,7 +3560,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//start GI
if (render_gi) {
- gi.process_gi(p_render_data->render_buffers, p_normal_roughness_buffer, p_voxel_gi_buffer, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
+ gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_vrs_slices, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
}
//Do shadow rendering (in parallel with GI)
@@ -3998,9 +3572,42 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
}
- if (p_render_data->render_buffers.is_valid()) {
+ if (p_render_data->render_buffers.is_valid() && ss_effects) {
+ if (p_use_ssao || p_use_ssil) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ bool invalidate_uniform_set = false;
+ if (rb->ss_effects.linear_depth.is_null()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = (rb->width + 1) / 2;
+ tf.height = (rb->height + 1) / 2;
+ tf.mipmaps = 5;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
+ for (uint32_t i = 0; i < tf.mipmaps; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY);
+ rb->ss_effects.linear_depth_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
+ }
+ invalidate_uniform_set = true;
+ }
+
+ ss_effects->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
+ }
+
if (p_use_ssao) {
- _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
+ // TODO make these proper stereo
+ _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection);
+ }
+
+ if (p_use_ssil) {
+ // TODO make these proper stereo
+ _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection, p_render_data->cam_transform);
}
}
@@ -4014,7 +3621,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
bool using_shadows = true;
if (p_render_data->reflection_probe.is_valid()) {
- if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ if (!RSG::light_storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
using_shadows = false;
}
} else {
@@ -4036,22 +3643,24 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
if (p_render_data->render_buffers.is_valid()) {
bool directional_shadows = false;
for (uint32_t i = 0; i < directional_light_count; i++) {
- if (cluster.directional_lights[i].shadow_enabled) {
+ if (cluster.directional_lights[i].shadow_opacity > 0.001) {
directional_shadows = true;
break;
}
}
if (is_volumetric_supported()) {
- _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count);
+ _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes);
}
}
}
-void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &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, RID p_environment, RID p_camera_effects, 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_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, RendererScene::RenderInfo *r_render_info) {
+void RendererSceneRenderRD::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_effects, 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, RendererScene::RenderInfo *r_render_info) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+
// getting this here now so we can direct call a bunch of things more easily
RenderBuffers *rb = nullptr;
if (p_render_buffers.is_valid()) {
- rb = render_buffers_owner.getornull(p_render_buffers);
+ rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
}
@@ -4063,14 +3672,23 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
// Our first camera is used by default
render_data.cam_transform = p_camera_data->main_transform;
render_data.cam_projection = p_camera_data->main_projection;
- render_data.view_projection[0] = p_camera_data->main_projection;
- render_data.cam_ortogonal = p_camera_data->is_ortogonal;
+ render_data.cam_orthogonal = p_camera_data->is_orthogonal;
+ render_data.taa_jitter = p_camera_data->taa_jitter;
render_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+ render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
render_data.view_projection[v] = p_camera_data->view_projection[v];
}
+ render_data.prev_cam_transform = p_prev_camera_data->main_transform;
+ render_data.prev_cam_projection = p_prev_camera_data->main_projection;
+ render_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
+
+ for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+ render_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
+ }
+
render_data.z_near = p_camera_data->main_projection.get_z_near();
render_data.z_far = p_camera_data->main_projection.get_z_far();
@@ -4080,6 +3698,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
render_data.voxel_gi_instances = &p_voxel_gi_instances;
render_data.decals = &p_decals;
render_data.lightmaps = &p_lightmaps;
+ render_data.fog_volumes = &p_fog_volumes;
render_data.environment = p_environment;
render_data.camera_effects = p_camera_effects;
render_data.shadow_atlas = p_shadow_atlas;
@@ -4089,12 +3708,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
// this should be the same for all cameras..
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
- render_data.lod_camera_plane = Plane(p_camera_data->main_transform.get_origin(), -p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z));
+ render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
- render_data.screen_lod_threshold = 0.0;
+ render_data.screen_mesh_lod_threshold = 0.0;
} else {
- render_data.screen_lod_threshold = p_screen_lod_threshold;
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
render_state.render_shadows = p_render_shadows;
@@ -4125,15 +3744,15 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
Color clear_color;
if (p_render_buffers.is_valid()) {
- clear_color = storage->render_target_get_clear_request_color(rb->render_target);
+ clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
} else {
- clear_color = storage->get_default_clear_color();
+ clear_color = RSG::texture_storage->get_default_clear_color();
}
//assign render indices to voxel_gi_instances
if (is_dynamic_gi_supported()) {
for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
- RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.getornull(p_voxel_gi_instances[i]);
+ RendererRD::GI::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
if (voxel_gi_inst) {
voxel_gi_inst->render_index = i;
}
@@ -4144,8 +3763,8 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
// render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
current_cluster_builder = rb->cluster_builder;
} else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_data.reflection_probe);
- ReflectionAtlas *ra = reflection_atlas_owner.getornull(rpi->atlas);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe);
+ ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
if (!ra) {
ERR_PRINT("reflection probe has no reflection atlas! Bug?");
current_cluster_builder = nullptr;
@@ -4177,20 +3796,28 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
}
+ if (rb != nullptr && rb->vrs_fb.is_valid()) {
+ // vrs_fb will only be valid if vrs is enabled
+ vrs->update_vrs_texture(rb->vrs_fb, rb->render_target);
+ }
+
_render_scene(&render_data, clear_color);
if (p_render_buffers.is_valid()) {
/*
_debug_draw_cluster(p_render_buffers);
-
- RENDER_TIMESTAMP("Tonemap");
-
_render_buffers_post_process_and_tonemap(&render_data);
*/
_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
- rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
+ Vector<RID> view_rids;
+
+ for (int v = 0; v < rb->views.size(); v++) {
+ view_rids.push_back(rb->views[v].view_texture);
+ }
+
+ rb->sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture, view_rids);
}
}
}
@@ -4222,8 +3849,8 @@ void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
}
}
-void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
- LightInstance *light_instance = light_instance_owner.getornull(p_light);
+void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
ERR_FAIL_COND(!light_instance);
Rect2i atlas_rect;
@@ -4243,10 +3870,10 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
bool flip_y = false;
- CameraMatrix light_projection;
+ Projection light_projection;
Transform3D light_transform;
- if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
+ if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
//set pssm stuff
if (light_instance->last_scene_shadow_pass != scene_pass) {
light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
@@ -4254,16 +3881,13 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
light_instance->last_scene_shadow_pass = scene_pass;
}
- use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
+ use_pancake = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
light_projection = light_instance->shadow_transform[p_pass].camera;
light_transform = light_instance->shadow_transform[p_pass].transform;
- atlas_rect.position.x = light_instance->directional_rect.position.x;
- atlas_rect.position.y = light_instance->directional_rect.position.y;
- atlas_rect.size.width = light_instance->directional_rect.size.x;
- atlas_rect.size.height = light_instance->directional_rect.size.y;
+ atlas_rect = light_instance->directional_rect;
- if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+ if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
atlas_rect.size.width /= 2;
atlas_rect.size.height /= 2;
@@ -4272,10 +3896,9 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
} else if (p_pass == 2) {
atlas_rect.position.y += atlas_rect.size.height;
} else if (p_pass == 3) {
- atlas_rect.position.x += atlas_rect.size.width;
- atlas_rect.position.y += atlas_rect.size.height;
+ atlas_rect.position += atlas_rect.size;
}
- } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+ } else if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
atlas_rect.size.height /= 2;
if (p_pass == 0) {
@@ -4289,7 +3912,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
- zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
+ zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
render_fb = directional_shadow.fb;
render_texture = RID();
@@ -4298,7 +3921,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
} else {
//set from shadow atlas
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
ERR_FAIL_COND(!shadow_atlas);
ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
@@ -4323,13 +3946,13 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
atlas_rect.size.width = shadow_size;
atlas_rect.size.height = shadow_size;
- zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
+ zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
- if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
+ if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
- if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
+ if (RSG::light_storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
render_fb = cubemap->side_fb[p_pass];
@@ -4364,7 +3987,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
flip_y = true;
}
- } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
+ } else if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
light_projection = light_instance->shadow_transform[0].camera;
light_transform = light_instance->shadow_transform[0].transform;
@@ -4376,54 +3999,54 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
if (render_cubemap) {
//rendering to cubemap
- _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info);
+ _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info);
if (finalize_cubemap) {
_render_shadow_process();
_render_shadow_end();
//reblit
Rect2 atlas_rect_norm = atlas_rect;
- atlas_rect_norm.position.x /= float(atlas_size);
- atlas_rect_norm.position.y /= float(atlas_size);
- atlas_rect_norm.size.x /= float(atlas_size);
- atlas_rect_norm.size.y /= float(atlas_size);
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
+ atlas_rect_norm.position /= float(atlas_size);
+ atlas_rect_norm.size /= float(atlas_size);
+ copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
+ copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
//restore transform so it can be properly used
- light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
+ light_instance_set_shadow_transform(p_light, Projection(), light_instance->transform, zfar, 0, 0, 0);
}
} else {
//render shadow
- _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
+ _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
}
}
-void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
- _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
+void RendererSceneRenderRD::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) {
+ _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region);
}
-void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
- ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
- Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
- CameraMatrix cm;
+void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
+ RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
+
+ ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
+ Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
+ Projection cm;
cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
Vector3 cam_pos = p_transform.origin;
cam_pos.y += extents.y;
Transform3D cam_xform;
- cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+ cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
- RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
+ RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
_render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
}
bool RendererSceneRenderRD::free(RID p_rid) {
if (render_buffers_owner.owns(p_rid)) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_rid);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
_free_render_buffer_data(rb);
memdelete(rb->data);
if (rb->sdfgi) {
@@ -4432,58 +4055,47 @@ bool RendererSceneRenderRD::free(RID p_rid) {
rb->sdfgi = nullptr;
}
if (rb->volumetric_fog) {
- _volumetric_fog_erase(rb);
+ memdelete(rb->volumetric_fog);
+ rb->volumetric_fog = nullptr;
}
if (rb->cluster_builder) {
memdelete(rb->cluster_builder);
}
render_buffers_owner.free(p_rid);
- } else if (environment_owner.owns(p_rid)) {
- //not much to delete, just free it
- environment_owner.free(p_rid);
+ } else if (is_environment(p_rid)) {
+ environment_free(p_rid);
} else if (camera_effects_owner.owns(p_rid)) {
//not much to delete, just free it
camera_effects_owner.free(p_rid);
} else if (reflection_atlas_owner.owns(p_rid)) {
reflection_atlas_set_size(p_rid, 0, 0);
- ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_rid);
+ ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
if (ra->cluster_builder) {
memdelete(ra->cluster_builder);
}
reflection_atlas_owner.free(p_rid);
} else if (reflection_probe_instance_owner.owns(p_rid)) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
_free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
reflection_probe_release_atlas_index(p_rid);
reflection_probe_instance_owner.free(p_rid);
} else if (decal_instance_owner.owns(p_rid)) {
- DecalInstance *di = decal_instance_owner.getornull(p_rid);
+ DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
_free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
decal_instance_owner.free(p_rid);
} else if (lightmap_instance_owner.owns(p_rid)) {
lightmap_instance_owner.free(p_rid);
- } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
- RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.getornull(p_rid);
- if (voxel_gi->texture.is_valid()) {
- RD::get_singleton()->free(voxel_gi->texture);
- RD::get_singleton()->free(voxel_gi->write_buffer);
- }
-
- for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
- RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
- RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
- }
-
- gi.voxel_gi_instance_owner.free(p_rid);
+ } else if (gi.voxel_gi_instance_owns(p_rid)) {
+ gi.voxel_gi_instance_free(p_rid);
} else if (sky.sky_owner.owns(p_rid)) {
sky.update_dirty_skys();
sky.free_sky(p_rid);
} else if (light_instance_owner.owns(p_rid)) {
- LightInstance *light_instance = light_instance_owner.getornull(p_rid);
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
//remove from shadow atlases..
- for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(E->get());
+ for (const RID &E : light_instance->shadow_atlases) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E);
ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
uint32_t key = shadow_atlas->shadow_owners[p_rid];
uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
@@ -4507,7 +4119,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
} else if (shadow_atlas_owner.owns(p_rid)) {
shadow_atlas_set_size(p_rid, 0);
shadow_atlas_owner.free(p_rid);
-
+ } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
+ RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
} else {
return false;
}
@@ -4579,9 +4192,9 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
//RID sampled_light;
- GeometryInstance *gi = geometry_instance_create(p_base);
+ RenderGeometryInstance *gi = geometry_instance_create(p_base);
- uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
+ uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
Vector<RID> materials;
materials.resize(sc);
@@ -4591,7 +4204,7 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
}
}
- geometry_instance_set_surface_materials(gi, materials);
+ gi->set_surface_materials(materials);
if (cull_argument.size() == 0) {
cull_argument.push_back(nullptr);
@@ -4673,6 +4286,10 @@ int RendererSceneRenderRD::get_max_directional_lights() const {
return cluster.max_directional_lights;
}
+bool RendererSceneRenderRD::is_vrs_supported() const {
+ return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
+}
+
bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
// usable by default (unless low end = true)
return true;
@@ -4692,8 +4309,7 @@ uint32_t RendererSceneRenderRD::get_max_elements() const {
return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
}
-RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
- storage = p_storage;
+RendererSceneRenderRD::RendererSceneRenderRD() {
singleton = this;
}
@@ -4705,12 +4321,12 @@ void RendererSceneRenderRD::init() {
/* SKY SHADER */
- sky.init(storage);
+ sky.init();
/* GI */
if (is_dynamic_gi_supported()) {
- gi.init(storage, &sky);
+ gi.init(&sky);
}
{ //decals
@@ -4748,18 +4364,7 @@ void RendererSceneRenderRD::init() {
}
if (is_volumetric_supported()) {
- String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
- Vector<String> volumetric_fog_modes;
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
- volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
- volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
- volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
- volumetric_fog.shader_version = volumetric_fog.shader.version_create();
- for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
- volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
- }
- volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
+ RendererRD::Fog::get_singleton()->init_fog_shader(cluster.max_directional_lights, get_roughness_layers(), is_using_radiance_cubemap_array());
}
{
@@ -4783,12 +4388,15 @@ void RendererSceneRenderRD::init() {
sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
+
+ environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
+
directional_penumbra_shadow_kernel = memnew_arr(float, 128);
directional_soft_shadow_kernel = memnew_arr(float, 128);
penumbra_shadow_kernel = memnew_arr(float, 128);
soft_shadow_kernel = memnew_arr(float, 128);
- shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
- directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
+ positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality"))));
+ directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality"))));
environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
@@ -4797,11 +4405,36 @@ void RendererSceneRenderRD::init() {
light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
cull_argument.set_page_pool(&cull_argument_pool);
+
+ bool can_use_storage = _render_buffers_can_be_storage();
+ bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
+ copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
+ tone_mapper = memnew(RendererRD::ToneMapper);
+ vrs = memnew(RendererRD::VRS);
+ if (can_use_storage) {
+ ss_effects = memnew(RendererRD::SSEffects);
+ }
}
RendererSceneRenderRD::~RendererSceneRenderRD() {
- for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
- RD::get_singleton()->free(E->get().cubemap);
+ if (bokeh_dof) {
+ memdelete(bokeh_dof);
+ }
+ if (copy_effects) {
+ memdelete(copy_effects);
+ }
+ if (tone_mapper) {
+ memdelete(tone_mapper);
+ }
+ if (vrs) {
+ memdelete(vrs);
+ }
+ if (ss_effects) {
+ memdelete(ss_effects);
+ }
+
+ for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
+ RD::get_singleton()->free(E.value.cubemap);
}
if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
@@ -4810,21 +4443,12 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
if (is_dynamic_gi_supported()) {
gi.free();
+ }
- volumetric_fog.shader.version_free(volumetric_fog.shader_version);
- RD::get_singleton()->free(volumetric_fog.params_ubo);
+ if (is_volumetric_supported()) {
+ RendererRD::Fog::get_singleton()->free_fog_shader();
}
- RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
- sky.sky_shader.shader.version_free(md->shader_data->version);
- RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer);
- RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer);
- memdelete_arr(sky.sky_scene_state.directional_lights);
- memdelete_arr(sky.sky_scene_state.last_frame_directional_lights);
- storage->free(sky.sky_shader.default_shader);
- storage->free(sky.sky_shader.default_material);
- storage->free(sky.sky_scene_state.fog_shader);
- storage->free(sky.sky_scene_state.fog_material);
memdelete_arr(directional_penumbra_shadow_kernel);
memdelete_arr(directional_soft_shadow_kernel);
memdelete_arr(penumbra_shadow_kernel);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index eb61af517a..22e9ead243 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,54 +28,65 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_RENDER_RD_H
-#define RENDERING_SERVER_SCENE_RENDER_RD_H
+#ifndef RENDERER_SCENE_RENDER_RD_H
+#define RENDERER_SCENE_RENDER_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
-#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
-#include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
-#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
-#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.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/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_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
struct RenderDataRD {
- RID render_buffers = RID();
+ RID render_buffers;
- Transform3D cam_transform = Transform3D();
- CameraMatrix cam_projection = CameraMatrix();
- bool cam_ortogonal = false;
+ Transform3D cam_transform;
+ Projection cam_projection;
+ Vector2 taa_jitter;
+ bool cam_orthogonal = false;
// For stereo rendering
uint32_t view_count = 1;
- CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+ Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
+ Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+
+ Transform3D prev_cam_transform;
+ Projection prev_cam_projection;
+ Vector2 prev_taa_jitter;
+ Projection prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
float z_near = 0.0;
float z_far = 0.0;
- const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
+ const PagedArray<RenderGeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
const PagedArray<RID> *voxel_gi_instances = nullptr;
const PagedArray<RID> *decals = nullptr;
const PagedArray<RID> *lightmaps = nullptr;
- RID environment = RID();
- RID camera_effects = RID();
- RID shadow_atlas = RID();
- RID reflection_atlas = RID();
- RID reflection_probe = RID();
+ const PagedArray<RID> *fog_volumes = nullptr;
+ RID environment;
+ RID camera_effects;
+ RID shadow_atlas;
+ RID reflection_atlas;
+ RID reflection_probe;
int reflection_probe_pass = 0;
float lod_distance_multiplier = 0.0;
- Plane lod_camera_plane = Plane();
- float screen_lod_threshold = 0.0;
+ Plane lod_camera_plane;
+ float screen_mesh_lod_threshold = 0.0;
- RID cluster_buffer = RID();
+ RID cluster_buffer;
uint32_t cluster_size = 0;
uint32_t cluster_max_elements = 0;
@@ -86,16 +97,19 @@ struct RenderDataRD {
};
class RendererSceneRenderRD : public RendererSceneRender {
- friend RendererSceneSkyRD;
- friend RendererSceneGIRD;
+ friend RendererRD::SkyRD;
+ friend RendererRD::GI;
protected:
- RendererStorageRD *storage;
- double time;
- double time_step = 0;
+ RendererRD::BokehDOF *bokeh_dof = nullptr;
+ RendererRD::CopyEffects *copy_effects = nullptr;
+ RendererRD::ToneMapper *tone_mapper = 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, uint32_t p_view_count) = 0;
+ 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;
@@ -107,32 +121,37 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
virtual void _render_shadow_begin() = 0;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
virtual void _render_shadow_process() = 0;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_uv2(const PagedArray<GeometryInstance *> &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<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
+ 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) = 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) = 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, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
+ 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);
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;
+
+ 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(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
- void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
- void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
+ 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);
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_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
+ 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 _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
@@ -141,19 +160,12 @@ protected:
void _disable_clear_request(const RenderDataRD *p_render_data);
// needed for a single argument calls (material and uv2)
- PagedArrayPool<GeometryInstance *> cull_argument_pool;
- PagedArray<GeometryInstance *> cull_argument; //need this to exist
-
- RendererSceneGIRD gi;
- RendererSceneSkyRD sky;
+ PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
+ PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist
- RendererSceneEnvironmentRD *get_environment(RID p_environment) {
- if (p_environment.is_valid()) {
- return environment_owner.getornull(p_environment);
- } else {
- return nullptr;
- }
- };
+ RendererRD::SSEffects *ss_effects = nullptr;
+ RendererRD::GI gi;
+ RendererRD::SkyRD sky;
//used for mobile renderer mostly
@@ -190,7 +202,7 @@ private:
struct Reflection {
RID owner;
- RendererSceneSkyRD::ReflectionData data;
+ RendererRD::SkyRD::ReflectionData data;
RID fbs[6];
};
@@ -229,7 +241,7 @@ private:
struct DecalInstance {
RID decal;
Transform3D transform;
- uint32_t cull_mask;
+ uint32_t cull_mask = 0;
ForwardID forward_id = -1;
};
@@ -249,7 +261,7 @@ private:
struct ShadowShrinkStage {
RID texture;
RID filter_texture;
- uint32_t size;
+ uint32_t size = 0;
};
struct ShadowAtlas {
@@ -261,39 +273,32 @@ private:
};
struct Quadrant {
- uint32_t subdivision;
+ uint32_t subdivision = 0;
struct Shadow {
RID owner;
- uint64_t version;
- uint64_t fog_version; // used for fog
- uint64_t alloc_tick;
-
- Shadow() {
- version = 0;
- fog_version = 0;
- alloc_tick = 0;
- }
+ uint64_t version = 0;
+ uint64_t fog_version = 0; // used for fog
+ uint64_t alloc_tick = 0;
+
+ Shadow() {}
};
Vector<Shadow> shadows;
- Quadrant() {
- subdivision = 0; //not in use
- }
-
+ Quadrant() {}
} quadrants[4];
int size_order[4] = { 0, 1, 2, 3 };
uint32_t smallest_subdiv = 0;
int size = 0;
- bool use_16_bits = false;
+ bool use_16_bits = true;
RID depth;
RID fb; //for copying
- Map<RID, uint32_t> shadow_owners;
+ HashMap<RID, uint32_t> shadow_owners;
};
RID_Owner<ShadowAtlas> shadow_atlas_owner;
@@ -309,10 +314,10 @@ private:
float shadows_quality_radius = 1.0;
float directional_shadow_quality_radius = 1.0;
- float *directional_penumbra_shadow_kernel;
- float *directional_soft_shadow_kernel;
- float *penumbra_shadow_kernel;
- float *soft_shadow_kernel;
+ float *directional_penumbra_shadow_kernel = nullptr;
+ float *directional_soft_shadow_kernel = nullptr;
+ float *penumbra_shadow_kernel = nullptr;
+ float *soft_shadow_kernel = nullptr;
int directional_penumbra_shadow_samples = 0;
int directional_soft_shadow_samples = 0;
int penumbra_shadow_samples = 0;
@@ -328,9 +333,8 @@ private:
int light_count = 0;
int size = 0;
- bool use_16_bits = false;
+ bool use_16_bits = true;
int current_light = 0;
-
} directional_shadow;
void _update_directional_shadow_atlas();
@@ -342,7 +346,7 @@ private:
RID side_fb[6];
};
- Map<int, ShadowCubemap> shadow_cubemaps;
+ HashMap<int, ShadowCubemap> shadow_cubemaps;
ShadowCubemap *_get_shadow_cubemap(int p_size);
void _create_shadow_cubemaps();
@@ -351,7 +355,7 @@ private:
struct LightInstance {
struct ShadowTransform {
- CameraMatrix camera;
+ Projection camera;
Transform3D transform;
float farplane;
float split;
@@ -384,7 +388,7 @@ private:
Rect2 directional_rect;
- Set<RID> shadow_atlases; //shadow atlases where this light is registered
+ HashSet<RID> shadow_atlases; //shadow atlases where this light is registered
ForwardID forward_id = -1;
@@ -397,17 +401,22 @@ private:
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
- bool ssao_using_half_size = false;
float ssao_adaptive_target = 0.5;
int ssao_blur_passes = 2;
float ssao_fadeout_from = 50.0;
float ssao_fadeout_to = 300.0;
+ RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM;
+ bool ssil_half_size = false;
+ bool ssil_using_half_size = false;
+ float ssil_adaptive_target = 0.5;
+ int ssil_blur_passes = 4;
+ float ssil_fadeout_from = 50.0;
+ float ssil_fadeout_to = 300.0;
+
bool glow_bicubic_upscale = false;
bool glow_high_quality = false;
- RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
-
- mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner;
+ RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
/* CAMERA EFFECTS */
@@ -440,13 +449,16 @@ private:
ClusterBuilderSharedDataRD cluster_builder_shared;
ClusterBuilderRD *current_cluster_builder = nullptr;
- struct VolumetricFog;
-
struct RenderBuffers {
RenderBufferData *data = nullptr;
- int width = 0, height = 0;
+ int internal_width = 0;
+ int internal_height = 0;
+ int width = 0;
+ int height = 0;
+ float fsr_sharpness = 0.2f;
RS::ViewportMSAA msaa = 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;
@@ -454,13 +466,26 @@ private:
uint64_t auto_exposure_version = 1;
- RID texture; //main texture for rendering to, must be filled after done rendering
+ 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;
- RendererSceneGIRD::SDFGI *sdfgi = nullptr;
- VolumetricFog *volumetric_fog = nullptr;
- RendererSceneGIRD::RenderBuffersGI gi;
+ RendererRD::GI::SDFGI *sdfgi = nullptr;
+ RendererRD::GI::RenderBuffersGI rbgi;
+ RendererRD::Fog::VolumetricFog *volumetric_fog = nullptr;
ClusterBuilderRD *cluster_builder = nullptr;
@@ -479,19 +504,22 @@ private:
RID half_fb;
};
- Vector<Mipmap> mipmaps;
+ 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
+ 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 base_weight_fb; // base buffer for weight
RID depth_back_texture;
RID depth_back_fb; // only used on mobile
@@ -505,29 +533,26 @@ private:
RID current_fb;
} luminance;
- struct SSAO {
- RID depth;
- Vector<RID> depth_slices;
- RID ao_deinterleaved;
- Vector<RID> ao_deinterleaved_slices;
- RID ao_pong;
- Vector<RID> ao_pong_slices;
- RID ao_final;
- RID importance_map[2];
+ struct SSEffects {
+ RID linear_depth;
+ Vector<RID> linear_depth_slices;
RID downsample_uniform_set;
- RID gather_uniform_set;
- RID importance_map_uniform_set;
- } ssao;
- struct SSR {
- RID normal_scaled;
- RID depth_scaled;
- RID blur_radius[2];
- } ssr;
+ Projection last_frame_projection;
+ Transform3D last_frame_transform;
- RID ambient_buffer;
- RID reflection_buffer;
+ RendererRD::SSEffects::SSAORenderBuffers ssao;
+ RendererRD::SSEffects::SSILRenderBuffers ssil;
+ } ss_effects;
+
+ RendererRD::SSEffects::SSRRenderBuffers ssr;
+
+ struct TAA {
+ RID history;
+ RID temp;
+ RID prev_velocity; // Last frame velocity buffer
+ } taa;
};
/* GI */
@@ -583,7 +608,7 @@ private:
float inv_spot_attenuation;
float cos_spot_angle;
float specular_amount;
- uint32_t shadow_enabled;
+ float shadow_opacity;
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
float shadow_matrix[16];
@@ -608,7 +633,7 @@ private:
float softshadow_angle;
float soft_shadow_scale;
uint32_t blend_splits;
- uint32_t shadow_enabled;
+ float shadow_opacity;
float fade_from;
float fade_to;
uint32_t pad[2];
@@ -621,10 +646,6 @@ private:
float shadow_range_begin[4];
float shadow_split_offsets[4];
float shadow_matrices[4][16];
- float shadow_color1[4];
- float shadow_color2[4];
- float shadow_color3[4];
- float shadow_color4[4];
float uv_scale1[2];
float uv_scale2[2];
float uv_scale3[2];
@@ -652,27 +673,27 @@ private:
template <class T>
struct InstanceSort {
float depth;
- T *instance;
+ T *instance = nullptr;
bool operator<(const InstanceSort &p_sort) const {
return depth < p_sort.depth;
}
};
- ReflectionData *reflections;
+ ReflectionData *reflections = nullptr;
InstanceSort<ReflectionProbeInstance> *reflection_sort;
uint32_t max_reflections;
RID reflection_buffer;
uint32_t max_reflection_probes_per_instance;
uint32_t reflection_count = 0;
- DecalData *decals;
+ DecalData *decals = nullptr;
InstanceSort<DecalInstance> *decal_sort;
uint32_t max_decals;
RID decal_buffer;
uint32_t decal_count;
- LightData *omni_lights;
- LightData *spot_lights;
+ LightData *omni_lights = nullptr;
+ LightData *spot_lights = nullptr;
InstanceSort<LightInstance> *omni_light_sort;
InstanceSort<LightInstance> *spot_light_sort;
@@ -682,7 +703,7 @@ private:
uint32_t omni_light_count = 0;
uint32_t spot_light_count = 0;
- DirectionalLightData *directional_lights;
+ DirectionalLightData *directional_lights = nullptr;
uint32_t max_directional_lights;
RID directional_light_buffer;
@@ -704,89 +725,6 @@ private:
bool depth_prepass_used; // this does not seem used anywhere...
} render_state;
- struct VolumetricFog {
- enum {
- MAX_TEMPORAL_FRAMES = 16
- };
-
- uint32_t width = 0;
- uint32_t height = 0;
- uint32_t depth = 0;
-
- float length;
- float spread;
-
- RID light_density_map;
- RID prev_light_density_map;
-
- RID fog_map;
- RID uniform_set;
- RID uniform_set2;
- RID sdfgi_uniform_set;
- RID sky_uniform_set;
-
- int last_shadow_filter = -1;
-
- Transform3D prev_cam_transform;
- };
-
- enum {
- VOLUMETRIC_FOG_SHADER_DENSITY,
- VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI,
- VOLUMETRIC_FOG_SHADER_FILTER,
- VOLUMETRIC_FOG_SHADER_FOG,
- VOLUMETRIC_FOG_SHADER_MAX,
- };
-
- struct VolumetricFogShader {
- struct ParamsUBO {
- float fog_frustum_size_begin[2];
- float fog_frustum_size_end[2];
-
- float fog_frustum_end;
- float z_near;
- float z_far;
- uint32_t filter_axis;
-
- int32_t fog_volume_size[3];
- uint32_t directional_light_count;
-
- float light_energy[3];
- float base_density;
-
- float detail_spread;
- float gi_inject;
- uint32_t max_voxel_gi_instances;
- uint32_t cluster_type_size;
-
- float screen_size[2];
- uint32_t cluster_shift;
- uint32_t cluster_width;
-
- uint32_t max_cluster_element_count_div_32;
- uint32_t use_temporal_reprojection;
- uint32_t temporal_frame;
- float temporal_blend;
-
- float cam_rotation[12];
- float to_prev_view[16];
- };
-
- VolumetricFogShaderRD shader;
-
- RID params_ubo;
- RID shader_version;
- RID pipelines[VOLUMETRIC_FOG_SHADER_MAX];
-
- } volumetric_fog;
-
- uint32_t volumetric_fog_depth = 128;
- uint32_t volumetric_fog_size = 128;
- bool volumetric_fog_filter_active = true;
-
- void _volumetric_fog_erase(RenderBuffers *rb);
- void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_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);
-
RID shadow_sampler;
uint64_t scene_pass = 0;
@@ -801,37 +739,48 @@ private:
uint32_t max_cluster_elements = 512;
- void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
+ void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
+
+ /* Volumetric Fog */
+
+ uint32_t volumetric_fog_size = 128;
+ 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);
public:
- virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
- virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
+ static RendererSceneRenderRD *get_singleton() { return singleton; }
+
+ /* GI */
+
+ RendererRD::GI *get_gi() { return &gi; }
/* SHADOW ATLAS API */
virtual RID shadow_atlas_create() override;
- virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override;
+ virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
- virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override;
+ virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) override;
_FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
- ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
+ ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
ERR_FAIL_COND_V(!atlas, false);
return atlas->shadow_owners.has(p_light_intance);
}
_FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
- ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
+ ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
ERR_FAIL_COND_V(!atlas, RID());
return atlas->depth;
}
_FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
- ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
+ ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
ERR_FAIL_COND_V(!atlas, Size2i());
return Size2(atlas->size, atlas->size);
}
- virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override;
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override;
virtual int get_directional_light_shadow_size(RID p_light_intance) override;
virtual void set_directional_shadow_count(int p_count) override;
@@ -863,63 +812,16 @@ public:
/* ENVIRONMENT API */
- virtual RID environment_allocate() override;
- virtual void environment_initialize(RID p_rid) override;
-
- virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
- virtual void environment_set_sky(RID p_env, RID p_sky) override;
- virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
- virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
- virtual void environment_set_bg_color(RID p_env, const Color &p_color) override;
- virtual void environment_set_bg_energy(RID p_env, float p_energy) override;
- virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
- virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) override;
-
- virtual RS::EnvironmentBG environment_get_background(RID p_env) const override;
- RID environment_get_sky(RID p_env) const;
- float environment_get_sky_custom_fov(RID p_env) const;
- Basis environment_get_sky_orientation(RID p_env) const;
- Color environment_get_bg_color(RID p_env) const;
- float environment_get_bg_energy(RID p_env) const;
- virtual int environment_get_canvas_max_layer(RID p_env) const override;
- Color environment_get_ambient_light_color(RID p_env) const;
- RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
- float environment_get_ambient_light_energy(RID p_env) const;
- float environment_get_ambient_sky_contribution(RID p_env) const;
- RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
- Color environment_get_ao_color(RID p_env) const;
-
- virtual bool is_environment(RID p_env) const override;
-
- virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) override;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
virtual void environment_glow_set_use_high_quality(bool p_enable) override;
- virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override;
- bool environment_is_fog_enabled(RID p_env) const;
- Color environment_get_fog_light_color(RID p_env) const;
- float environment_get_fog_light_energy(RID p_env) const;
- float environment_get_fog_sun_scatter(RID p_env) const;
- float environment_get_fog_density(RID p_env) const;
- float environment_get_fog_height(RID p_env) const;
- float environment_get_fog_height_density(RID p_env) const;
- float environment_get_fog_aerial_perspective(RID p_env) const;
-
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override;
-
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
- virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override;
- virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override;
virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
- bool environment_is_ssao_enabled(RID p_env) const;
- float environment_get_ssao_ao_affect(RID p_env) const;
- float environment_get_ssao_light_affect(RID p_env) const;
- bool environment_is_ssr_enabled(RID p_env) const;
- bool environment_is_sdfgi_enabled(RID p_env) const;
- virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override;
+ virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
+
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
@@ -927,11 +829,10 @@ public:
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
- virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override;
- virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override;
-
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
+ /* CAMERA EFFECTS */
+
virtual RID camera_effects_allocate() override;
virtual void camera_effects_initialize(RID p_rid) override;
@@ -942,30 +843,32 @@ public:
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
bool camera_effects_uses_dof(RID p_camera_effects) {
- CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
}
+ /* LIGHT INSTANCE API */
+
virtual RID light_instance_create(RID p_light) override;
virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
virtual void light_instance_mark_visible(RID p_light_instance) override;
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->light;
}
_FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->transform;
}
_FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
uint32_t key = shadow_atlas->shadow_owners[li->self];
uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
@@ -999,17 +902,17 @@ public:
return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
}
- _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ _FORCE_INLINE_ Projection light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].camera;
}
_FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
#ifdef DEBUG_ENABLED
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
#endif
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
ERR_FAIL_COND_V(!shadow_atlas, 0);
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
@@ -1027,68 +930,76 @@ public:
_FORCE_INLINE_ Transform3D
light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].transform;
}
_FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].bias_scale;
}
_FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].farplane;
}
_FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].range_begin;
}
_FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].uv_scale;
}
_FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].atlas_rect;
}
_FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].split;
}
_FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].shadow_texel_size;
}
_FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
li->last_pass = p_pass;
}
_FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->last_pass;
}
_FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->forward_id;
}
_FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->light_type;
}
+ /* FOG VOLUMES */
+
+ virtual RID fog_volume_instance_create(RID p_fog_volume) override;
+ virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
+ virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
+ virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
+ virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
+
virtual RID reflection_atlas_create() override;
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
_FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_ref_atlas);
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas);
ERR_FAIL_COND_V(!atlas, RID());
return atlas->reflection;
}
@@ -1107,41 +1018,41 @@ public:
RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
_FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, RID());
return rpi->probe;
}
_FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, 0);
return rpi->forward_id;
}
_FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!rpi);
rpi->last_pass = p_render_pass;
}
_FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, 0);
return rpi->last_pass;
}
_FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, Transform3D());
return rpi->transform;
}
_FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!rpi, -1);
return rpi->atlas_index;
@@ -1151,32 +1062,32 @@ public:
virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
_FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
- DecalInstance *decal = decal_instance_owner.getornull(p_decal);
+ DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
return decal->decal;
}
_FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
- DecalInstance *decal = decal_instance_owner.getornull(p_decal);
+ DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
return decal->forward_id;
}
_FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
- DecalInstance *decal = decal_instance_owner.getornull(p_decal);
+ DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
return decal->transform;
}
virtual RID lightmap_instance_create(RID p_lightmap) override;
virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
_FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
- return lightmap_instance_owner.getornull(p_lightmap_instance) != nullptr;
+ return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr;
}
_FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
- LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
+ LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
return li->lightmap;
}
_FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
- LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
+ LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
return li->transform;
}
@@ -1185,7 +1096,7 @@ public:
virtual RID voxel_gi_instance_create(RID p_base) override;
virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
virtual bool voxel_gi_needs_update(RID p_probe) const override;
- virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override;
+ virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override;
virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
/* render buffers */
@@ -1194,10 +1105,12 @@ public:
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_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) 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 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);
@@ -1224,11 +1137,13 @@ public:
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 render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &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, RID p_environment, RID p_camera_effects, 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_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 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_effects, 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 CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) 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;
- virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
+ virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;
virtual void set_scene_pass(uint64_t p_pass) override {
scene_pass = p_pass;
@@ -1246,8 +1161,8 @@ public:
RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
- virtual void shadows_quality_set(RS::ShadowQuality p_quality) override;
- virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
+ virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
+ virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
virtual void decals_set_filter(RS::DecalFilter p_filter) override;
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
@@ -1295,6 +1210,7 @@ public:
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
+ virtual bool is_vrs_supported() const;
virtual bool is_dynamic_gi_supported() const;
virtual bool is_clustered_enabled() const;
virtual bool is_volumetric_supported() const;
@@ -1302,8 +1218,8 @@ public:
void init();
- RendererSceneRenderRD(RendererStorageRD *p_storage);
+ RendererSceneRenderRD();
~RendererSceneRenderRD();
};
-#endif // RASTERIZER_SCENE_RD_H
+#endif // RENDERER_SCENE_RENDER_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
deleted file mode 100644
index 14a5a01054..0000000000
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ /dev/null
@@ -1,9556 +0,0 @@
-/*************************************************************************/
-/* renderer_storage_rd.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "renderer_storage_rd.h"
-
-#include "core/config/engine.h"
-#include "core/config/project_settings.h"
-#include "core/io/resource_loader.h"
-#include "core/math/math_defs.h"
-#include "renderer_compositor_rd.h"
-#include "servers/rendering/rendering_server_globals.h"
-#include "servers/rendering/shader_language.h"
-
-bool RendererStorageRD::can_create_resources_async() const {
- return true;
-}
-
-Ref<Image> RendererStorageRD::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) {
- Ref<Image> image = p_image->duplicate();
-
- switch (p_image->get_format()) {
- case Image::FORMAT_L8: {
- r_format.format = RD::DATA_FORMAT_R8_UNORM;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break; //luminance
- case Image::FORMAT_LA8: {
- r_format.format = RD::DATA_FORMAT_R8G8_UNORM;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_G;
- } break; //luminance-alpha
- case Image::FORMAT_R8: {
- r_format.format = RD::DATA_FORMAT_R8_UNORM;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break;
- case Image::FORMAT_RG8: {
- r_format.format = RD::DATA_FORMAT_R8G8_UNORM;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break;
- case Image::FORMAT_RGB8: {
- //this format is not mandatory for specification, check if supported first
- if (false && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R8G8B8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT) && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R8G8B8_SRGB, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_R8G8B8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8_SRGB;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
-
- } break;
- case Image::FORMAT_RGBA8: {
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
- } break;
- case Image::FORMAT_RGBA4444: {
- r_format.format = RD::DATA_FORMAT_B4G4R4A4_UNORM_PACK16;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_B; //needs swizzle
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
- } break;
- case Image::FORMAT_RGB565: {
- r_format.format = RD::DATA_FORMAT_B5G6R5_UNORM_PACK16;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
- } break;
- case Image::FORMAT_RF: {
- r_format.format = RD::DATA_FORMAT_R32_SFLOAT;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break; //float
- case Image::FORMAT_RGF: {
- r_format.format = RD::DATA_FORMAT_R32G32_SFLOAT;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break;
- case Image::FORMAT_RGBF: {
- //this format is not mandatory for specification, check if supported first
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R32G32B32_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- image->convert(Image::FORMAT_RGBAF);
- }
-
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break;
- case Image::FORMAT_RGBAF: {
- r_format.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
-
- } break;
- case Image::FORMAT_RH: {
- r_format.format = RD::DATA_FORMAT_R16_SFLOAT;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
-
- } break; //half float
- case Image::FORMAT_RGH: {
- r_format.format = RD::DATA_FORMAT_R16G16_SFLOAT;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
-
- } break;
- case Image::FORMAT_RGBH: {
- //this format is not mandatory for specification, check if supported first
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R16G16B16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_R16G16B16_SFLOAT;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- image->convert(Image::FORMAT_RGBAH);
- }
-
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break;
- case Image::FORMAT_RGBAH: {
- r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
-
- } break;
- case Image::FORMAT_RGBE9995: {
- r_format.format = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
-#ifndef _MSC_VER
-#warning TODO need to make a function in Image to swap bits for this
-#endif
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_IDENTITY;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_IDENTITY;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_IDENTITY;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_IDENTITY;
- } break;
- case Image::FORMAT_DXT1: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK;
- r_format.format_srgb = RD::DATA_FORMAT_BC1_RGB_SRGB_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
-
- } break; //s3tc bc1
- case Image::FORMAT_DXT3: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC2_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_BC2_UNORM_BLOCK;
- r_format.format_srgb = RD::DATA_FORMAT_BC2_SRGB_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
-
- } break; //bc2
- case Image::FORMAT_DXT5: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC3_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_BC3_UNORM_BLOCK;
- r_format.format_srgb = RD::DATA_FORMAT_BC3_SRGB_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
- } break; //bc3
- case Image::FORMAT_RGTC_R: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC4_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_BC4_UNORM_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8_UNORM;
- image->decompress();
- image->convert(Image::FORMAT_R8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
-
- } break;
- case Image::FORMAT_RGTC_RG: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_BC5_UNORM_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8_UNORM;
- image->decompress();
- image->convert(Image::FORMAT_RG8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
-
- } break;
- case Image::FORMAT_BPTC_RGBA: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_BC7_UNORM_BLOCK;
- r_format.format_srgb = RD::DATA_FORMAT_BC7_SRGB_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
-
- } break; //btpc bc7
- case Image::FORMAT_BPTC_RGBF: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC6H_SFLOAT_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_BC6H_SFLOAT_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- image->decompress();
- image->convert(Image::FORMAT_RGBAH);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break; //float bc6h
- case Image::FORMAT_BPTC_RGBFU: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC6H_UFLOAT_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_BC6H_UFLOAT_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- image->decompress();
- image->convert(Image::FORMAT_RGBAH);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break; //unsigned float bc6hu
- case Image::FORMAT_PVRTC1_2: {
- //this is not properly supported by MoltekVK it seems, so best to use ETC2
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG;
- r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
-
- } break; //pvrtc
- case Image::FORMAT_PVRTC1_2A: {
- //this is not properly supported by MoltekVK it seems, so best to use ETC2
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG;
- r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
- } break;
- case Image::FORMAT_PVRTC1_4: {
- //this is not properly supported by MoltekVK it seems, so best to use ETC2
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG;
- r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break;
- case Image::FORMAT_PVRTC1_4A: {
- //this is not properly supported by MoltekVK it seems, so best to use ETC2
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG;
- r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
- } break;
- case Image::FORMAT_ETC2_R11: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8_UNORM;
- image->decompress();
- image->convert(Image::FORMAT_R8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
-
- } break; //etc2
- case Image::FORMAT_ETC2_R11S: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11_SNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_EAC_R11_SNORM_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8_SNORM;
- image->decompress();
- image->convert(Image::FORMAT_R8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break; //signed: {} break; NOT srgb.
- case Image::FORMAT_ETC2_RG11: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11G11_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_EAC_R11G11_UNORM_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8_UNORM;
- image->decompress();
- image->convert(Image::FORMAT_RG8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break;
- case Image::FORMAT_ETC2_RG11S: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11G11_SNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_EAC_R11G11_SNORM_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8_SNORM;
- image->decompress();
- image->convert(Image::FORMAT_RG8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break;
- case Image::FORMAT_ETC:
- case Image::FORMAT_ETC2_RGB8: {
- //ETC2 is backwards compatible with ETC1, and all modern platforms support it
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK;
- r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
-
- } break;
- case Image::FORMAT_ETC2_RGBA8: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK;
- r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
- } break;
- case Image::FORMAT_ETC2_RGB8A1: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK;
- r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
- } break;
- case Image::FORMAT_ETC2_RA_AS_RG: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK;
- r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_A;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break;
- case Image::FORMAT_DXT5_RA_AS_RG: {
- if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC3_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
- r_format.format = RD::DATA_FORMAT_BC3_UNORM_BLOCK;
- r_format.format_srgb = RD::DATA_FORMAT_BC3_SRGB_BLOCK;
- } else {
- //not supported, reconvert
- r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- image->decompress();
- image->convert(Image::FORMAT_RGBA8);
- }
- r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
- r_format.swizzle_g = RD::TEXTURE_SWIZZLE_A;
- r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
- r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- } break;
-
- default: {
- }
- }
-
- return image;
-}
-
-RID RendererStorageRD::texture_allocate() {
- return texture_owner.allocate_rid();
-}
-
-void RendererStorageRD::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
- ERR_FAIL_COND(p_image.is_null());
- ERR_FAIL_COND(p_image->is_empty());
-
- TextureToRDFormat ret_format;
- Ref<Image> image = _validate_texture_format(p_image, ret_format);
-
- Texture texture;
-
- texture.type = Texture::TYPE_2D;
-
- texture.width = p_image->get_width();
- texture.height = p_image->get_height();
- texture.layers = 1;
- texture.mipmaps = p_image->get_mipmap_count() + 1;
- texture.depth = 1;
- texture.format = p_image->get_format();
- texture.validated_format = image->get_format();
-
- texture.rd_type = RD::TEXTURE_TYPE_2D;
- texture.rd_format = ret_format.format;
- texture.rd_format_srgb = ret_format.format_srgb;
-
- RD::TextureFormat rd_format;
- RD::TextureView rd_view;
- { //attempt register
- rd_format.format = texture.rd_format;
- rd_format.width = texture.width;
- rd_format.height = texture.height;
- rd_format.depth = 1;
- rd_format.array_layers = 1;
- rd_format.mipmaps = texture.mipmaps;
- rd_format.texture_type = texture.rd_type;
- rd_format.samples = RD::TEXTURE_SAMPLES_1;
- rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
- rd_format.shareable_formats.push_back(texture.rd_format);
- rd_format.shareable_formats.push_back(texture.rd_format_srgb);
- }
- }
- {
- rd_view.swizzle_r = ret_format.swizzle_r;
- rd_view.swizzle_g = ret_format.swizzle_g;
- rd_view.swizzle_b = ret_format.swizzle_b;
- rd_view.swizzle_a = ret_format.swizzle_a;
- }
- Vector<uint8_t> data = image->get_data(); //use image data
- Vector<Vector<uint8_t>> data_slices;
- data_slices.push_back(data);
- texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
- ERR_FAIL_COND(texture.rd_texture.is_null());
- if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
- rd_view.format_override = texture.rd_format_srgb;
- texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
- if (texture.rd_texture_srgb.is_null()) {
- RD::get_singleton()->free(texture.rd_texture);
- ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
- }
- }
-
- //used for 2D, overridable
- texture.width_2d = texture.width;
- texture.height_2d = texture.height;
- texture.is_render_target = false;
- texture.rd_view = rd_view;
- texture.is_proxy = false;
-
- texture_owner.initialize_rid(p_texture, texture);
-}
-
-void RendererStorageRD::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
- ERR_FAIL_COND(p_layers.size() == 0);
-
- ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6);
- ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY && (p_layers.size() < 6 || (p_layers.size() % 6) != 0));
-
- TextureToRDFormat ret_format;
- Vector<Ref<Image>> images;
- {
- int valid_width = 0;
- int valid_height = 0;
- bool valid_mipmaps = false;
- Image::Format valid_format = Image::FORMAT_MAX;
-
- for (int i = 0; i < p_layers.size(); i++) {
- ERR_FAIL_COND(p_layers[i]->is_empty());
-
- if (i == 0) {
- valid_width = p_layers[i]->get_width();
- valid_height = p_layers[i]->get_height();
- valid_format = p_layers[i]->get_format();
- valid_mipmaps = p_layers[i]->has_mipmaps();
- } else {
- ERR_FAIL_COND(p_layers[i]->get_width() != valid_width);
- ERR_FAIL_COND(p_layers[i]->get_height() != valid_height);
- ERR_FAIL_COND(p_layers[i]->get_format() != valid_format);
- ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps);
- }
-
- images.push_back(_validate_texture_format(p_layers[i], ret_format));
- }
- }
-
- Texture texture;
-
- texture.type = Texture::TYPE_LAYERED;
- texture.layered_type = p_layered_type;
-
- texture.width = p_layers[0]->get_width();
- texture.height = p_layers[0]->get_height();
- texture.layers = p_layers.size();
- texture.mipmaps = p_layers[0]->get_mipmap_count() + 1;
- texture.depth = 1;
- texture.format = p_layers[0]->get_format();
- texture.validated_format = images[0]->get_format();
-
- switch (p_layered_type) {
- case RS::TEXTURE_LAYERED_2D_ARRAY: {
- texture.rd_type = RD::TEXTURE_TYPE_2D_ARRAY;
- } break;
- case RS::TEXTURE_LAYERED_CUBEMAP: {
- texture.rd_type = RD::TEXTURE_TYPE_CUBE;
- } break;
- case RS::TEXTURE_LAYERED_CUBEMAP_ARRAY: {
- texture.rd_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
- } break;
- }
-
- texture.rd_format = ret_format.format;
- texture.rd_format_srgb = ret_format.format_srgb;
-
- RD::TextureFormat rd_format;
- RD::TextureView rd_view;
- { //attempt register
- rd_format.format = texture.rd_format;
- rd_format.width = texture.width;
- rd_format.height = texture.height;
- rd_format.depth = 1;
- rd_format.array_layers = texture.layers;
- rd_format.mipmaps = texture.mipmaps;
- rd_format.texture_type = texture.rd_type;
- rd_format.samples = RD::TEXTURE_SAMPLES_1;
- rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
- rd_format.shareable_formats.push_back(texture.rd_format);
- rd_format.shareable_formats.push_back(texture.rd_format_srgb);
- }
- }
- {
- rd_view.swizzle_r = ret_format.swizzle_r;
- rd_view.swizzle_g = ret_format.swizzle_g;
- rd_view.swizzle_b = ret_format.swizzle_b;
- rd_view.swizzle_a = ret_format.swizzle_a;
- }
- Vector<Vector<uint8_t>> data_slices;
- for (int i = 0; i < images.size(); i++) {
- Vector<uint8_t> data = images[i]->get_data(); //use image data
- data_slices.push_back(data);
- }
- texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
- ERR_FAIL_COND(texture.rd_texture.is_null());
- if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
- rd_view.format_override = texture.rd_format_srgb;
- texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
- if (texture.rd_texture_srgb.is_null()) {
- RD::get_singleton()->free(texture.rd_texture);
- ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
- }
- }
-
- //used for 2D, overridable
- texture.width_2d = texture.width;
- texture.height_2d = texture.height;
- texture.is_render_target = false;
- texture.rd_view = rd_view;
- texture.is_proxy = false;
-
- texture_owner.initialize_rid(p_texture, texture);
-}
-
-void RendererStorageRD::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
- ERR_FAIL_COND(p_data.size() == 0);
- Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data);
- if (verr != Image::VALIDATE_3D_OK) {
- ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr));
- }
-
- TextureToRDFormat ret_format;
- Image::Format validated_format = Image::FORMAT_MAX;
- Vector<uint8_t> all_data;
- uint32_t mipmap_count = 0;
- Vector<Texture::BufferSlice3D> slices;
- {
- Vector<Ref<Image>> images;
- uint32_t all_data_size = 0;
- images.resize(p_data.size());
- for (int i = 0; i < p_data.size(); i++) {
- TextureToRDFormat f;
- images.write[i] = _validate_texture_format(p_data[i], f);
- if (i == 0) {
- ret_format = f;
- validated_format = images[0]->get_format();
- }
-
- all_data_size += images[i]->get_data().size();
- }
-
- all_data.resize(all_data_size); //consolidate all data here
- uint32_t offset = 0;
- Size2i prev_size;
- for (int i = 0; i < p_data.size(); i++) {
- uint32_t s = images[i]->get_data().size();
-
- memcpy(&all_data.write[offset], images[i]->get_data().ptr(), s);
- {
- Texture::BufferSlice3D slice;
- slice.size.width = images[i]->get_width();
- slice.size.height = images[i]->get_height();
- slice.offset = offset;
- slice.buffer_size = s;
- slices.push_back(slice);
- }
- offset += s;
-
- Size2i img_size(images[i]->get_width(), images[i]->get_height());
- if (img_size != prev_size) {
- mipmap_count++;
- }
- prev_size = img_size;
- }
- }
-
- Texture texture;
-
- texture.type = Texture::TYPE_3D;
- texture.width = p_width;
- texture.height = p_height;
- texture.depth = p_depth;
- texture.mipmaps = mipmap_count;
- texture.format = p_data[0]->get_format();
- texture.validated_format = validated_format;
-
- texture.buffer_size_3d = all_data.size();
- texture.buffer_slices_3d = slices;
-
- texture.rd_type = RD::TEXTURE_TYPE_3D;
- texture.rd_format = ret_format.format;
- texture.rd_format_srgb = ret_format.format_srgb;
-
- RD::TextureFormat rd_format;
- RD::TextureView rd_view;
- { //attempt register
- rd_format.format = texture.rd_format;
- rd_format.width = texture.width;
- rd_format.height = texture.height;
- rd_format.depth = texture.depth;
- rd_format.array_layers = 1;
- rd_format.mipmaps = texture.mipmaps;
- rd_format.texture_type = texture.rd_type;
- rd_format.samples = RD::TEXTURE_SAMPLES_1;
- rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
- rd_format.shareable_formats.push_back(texture.rd_format);
- rd_format.shareable_formats.push_back(texture.rd_format_srgb);
- }
- }
- {
- rd_view.swizzle_r = ret_format.swizzle_r;
- rd_view.swizzle_g = ret_format.swizzle_g;
- rd_view.swizzle_b = ret_format.swizzle_b;
- rd_view.swizzle_a = ret_format.swizzle_a;
- }
- Vector<Vector<uint8_t>> data_slices;
- data_slices.push_back(all_data); //one slice
-
- texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
- ERR_FAIL_COND(texture.rd_texture.is_null());
- if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
- rd_view.format_override = texture.rd_format_srgb;
- texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
- if (texture.rd_texture_srgb.is_null()) {
- RD::get_singleton()->free(texture.rd_texture);
- ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
- }
- }
-
- //used for 2D, overridable
- texture.width_2d = texture.width;
- texture.height_2d = texture.height;
- texture.is_render_target = false;
- texture.rd_view = rd_view;
- texture.is_proxy = false;
-
- texture_owner.initialize_rid(p_texture, texture);
-}
-
-void RendererStorageRD::texture_proxy_initialize(RID p_texture, RID p_base) {
- Texture *tex = texture_owner.getornull(p_base);
- ERR_FAIL_COND(!tex);
- Texture proxy_tex = *tex;
-
- proxy_tex.rd_view.format_override = tex->rd_format;
- proxy_tex.rd_texture = RD::get_singleton()->texture_create_shared(proxy_tex.rd_view, tex->rd_texture);
- if (proxy_tex.rd_texture_srgb.is_valid()) {
- proxy_tex.rd_view.format_override = tex->rd_format_srgb;
- proxy_tex.rd_texture_srgb = RD::get_singleton()->texture_create_shared(proxy_tex.rd_view, tex->rd_texture);
- }
- proxy_tex.proxy_to = p_base;
- proxy_tex.is_render_target = false;
- proxy_tex.is_proxy = true;
- proxy_tex.proxies.clear();
-
- texture_owner.initialize_rid(p_texture, proxy_tex);
-
- tex->proxies.push_back(p_texture);
-}
-
-void RendererStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate) {
- ERR_FAIL_COND(p_image.is_null() || p_image->is_empty());
-
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND(!tex);
- ERR_FAIL_COND(tex->is_render_target);
- ERR_FAIL_COND(p_image->get_width() != tex->width || p_image->get_height() != tex->height);
- ERR_FAIL_COND(p_image->get_format() != tex->format);
-
- if (tex->type == Texture::TYPE_LAYERED) {
- ERR_FAIL_INDEX(p_layer, tex->layers);
- }
-
-#ifdef TOOLS_ENABLED
- tex->image_cache_2d.unref();
-#endif
- TextureToRDFormat f;
- Ref<Image> validated = _validate_texture_format(p_image, f);
-
- RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data());
-}
-
-void RendererStorageRD::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
- _texture_2d_update(p_texture, p_image, p_layer, false);
-}
-
-void RendererStorageRD::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND(!tex);
- ERR_FAIL_COND(tex->type != Texture::TYPE_3D);
- Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
- if (verr != Image::VALIDATE_3D_OK) {
- ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr));
- }
-
- Vector<uint8_t> all_data;
- {
- Vector<Ref<Image>> images;
- uint32_t all_data_size = 0;
- images.resize(p_data.size());
- for (int i = 0; i < p_data.size(); i++) {
- Ref<Image> image = p_data[i];
- if (image->get_format() != tex->validated_format) {
- image = image->duplicate();
- image->convert(tex->validated_format);
- }
- all_data_size += images[i]->get_data().size();
- images.push_back(image);
- }
-
- all_data.resize(all_data_size); //consolidate all data here
- uint32_t offset = 0;
-
- for (int i = 0; i < p_data.size(); i++) {
- uint32_t s = images[i]->get_data().size();
- memcpy(&all_data.write[offset], images[i]->get_data().ptr(), s);
- offset += s;
- }
- }
-
- RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data);
-}
-
-void RendererStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND(!tex);
- ERR_FAIL_COND(!tex->is_proxy);
- Texture *proxy_to = texture_owner.getornull(p_proxy_to);
- ERR_FAIL_COND(!proxy_to);
- ERR_FAIL_COND(proxy_to->is_proxy);
-
- if (tex->proxy_to.is_valid()) {
- //unlink proxy
- if (RD::get_singleton()->texture_is_valid(tex->rd_texture)) {
- RD::get_singleton()->free(tex->rd_texture);
- tex->rd_texture = RID();
- }
- if (RD::get_singleton()->texture_is_valid(tex->rd_texture_srgb)) {
- RD::get_singleton()->free(tex->rd_texture_srgb);
- tex->rd_texture_srgb = RID();
- }
- Texture *prev_tex = texture_owner.getornull(tex->proxy_to);
- ERR_FAIL_COND(!prev_tex);
- prev_tex->proxies.erase(p_texture);
- }
-
- *tex = *proxy_to;
-
- tex->proxy_to = p_proxy_to;
- tex->is_render_target = false;
- tex->is_proxy = true;
- tex->proxies.clear();
- proxy_to->proxies.push_back(p_texture);
-
- tex->rd_view.format_override = tex->rd_format;
- tex->rd_texture = RD::get_singleton()->texture_create_shared(tex->rd_view, proxy_to->rd_texture);
- if (tex->rd_texture_srgb.is_valid()) {
- tex->rd_view.format_override = tex->rd_format_srgb;
- tex->rd_texture_srgb = RD::get_singleton()->texture_create_shared(tex->rd_view, proxy_to->rd_texture);
- }
-}
-
-//these two APIs can be used together or in combination with the others.
-void RendererStorageRD::texture_2d_placeholder_initialize(RID p_texture) {
- //this could be better optimized to reuse an existing image , done this way
- //for now to get it working
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, false, Image::FORMAT_RGBA8);
-
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- image->set_pixel(i, j, Color(1, 0, 1, 1));
- }
- }
-
- texture_2d_initialize(p_texture, image);
-}
-
-void RendererStorageRD::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) {
- //this could be better optimized to reuse an existing image , done this way
- //for now to get it working
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, false, Image::FORMAT_RGBA8);
-
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- image->set_pixel(i, j, Color(1, 0, 1, 1));
- }
- }
-
- Vector<Ref<Image>> images;
- if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
- images.push_back(image);
- } else {
- //cube
- for (int i = 0; i < 6; i++) {
- images.push_back(image);
- }
- }
-
- texture_2d_layered_initialize(p_texture, images, p_layered_type);
-}
-
-void RendererStorageRD::texture_3d_placeholder_initialize(RID p_texture) {
- //this could be better optimized to reuse an existing image , done this way
- //for now to get it working
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, false, Image::FORMAT_RGBA8);
-
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- image->set_pixel(i, j, Color(1, 0, 1, 1));
- }
- }
-
- Vector<Ref<Image>> images;
- //cube
- for (int i = 0; i < 4; i++) {
- images.push_back(image);
- }
-
- texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
-}
-
-Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND_V(!tex, Ref<Image>());
-
-#ifdef TOOLS_ENABLED
- if (tex->image_cache_2d.is_valid()) {
- return tex->image_cache_2d;
- }
-#endif
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
- ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
- Ref<Image> image;
- image.instantiate();
- image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
- ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
- if (tex->format != tex->validated_format) {
- image->convert(tex->format);
- }
-
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- tex->image_cache_2d = image;
- }
-#endif
-
- return image;
-}
-
-Ref<Image> RendererStorageRD::texture_2d_layer_get(RID p_texture, int p_layer) const {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND_V(!tex, Ref<Image>());
-
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, p_layer);
- ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
- Ref<Image> image;
- image.instantiate();
- image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
- ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
- if (tex->format != tex->validated_format) {
- image->convert(tex->format);
- }
-
- return image;
-}
-
-Vector<Ref<Image>> RendererStorageRD::texture_3d_get(RID p_texture) const {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND_V(!tex, Vector<Ref<Image>>());
- ERR_FAIL_COND_V(tex->type != Texture::TYPE_3D, Vector<Ref<Image>>());
-
- Vector<uint8_t> all_data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
-
- ERR_FAIL_COND_V(all_data.size() != (int)tex->buffer_size_3d, Vector<Ref<Image>>());
-
- Vector<Ref<Image>> ret;
-
- for (int i = 0; i < tex->buffer_slices_3d.size(); i++) {
- const Texture::BufferSlice3D &bs = tex->buffer_slices_3d[i];
- ERR_FAIL_COND_V(bs.offset >= (uint32_t)all_data.size(), Vector<Ref<Image>>());
- ERR_FAIL_COND_V(bs.offset + bs.buffer_size > (uint32_t)all_data.size(), Vector<Ref<Image>>());
- Vector<uint8_t> sub_region = all_data.subarray(bs.offset, bs.offset + bs.buffer_size - 1);
-
- Ref<Image> img;
- img.instantiate();
- img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region);
- ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>());
- if (tex->format != tex->validated_format) {
- img->convert(tex->format);
- }
-
- ret.push_back(img);
- }
-
- return ret;
-}
-
-void RendererStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND(!tex);
- ERR_FAIL_COND(tex->proxy_to.is_valid()); //can't replace proxy
- Texture *by_tex = texture_owner.getornull(p_by_texture);
- ERR_FAIL_COND(!by_tex);
- ERR_FAIL_COND(by_tex->proxy_to.is_valid()); //can't replace proxy
-
- if (tex == by_tex) {
- return;
- }
-
- if (tex->rd_texture_srgb.is_valid()) {
- RD::get_singleton()->free(tex->rd_texture_srgb);
- }
- RD::get_singleton()->free(tex->rd_texture);
-
- if (tex->canvas_texture) {
- memdelete(tex->canvas_texture);
- tex->canvas_texture = nullptr;
- }
-
- Vector<RID> proxies_to_update = tex->proxies;
- Vector<RID> proxies_to_redirect = by_tex->proxies;
-
- *tex = *by_tex;
-
- tex->proxies = proxies_to_update; //restore proxies, so they can be updated
-
- if (tex->canvas_texture) {
- tex->canvas_texture->diffuse = p_texture; //update
- }
-
- for (int i = 0; i < proxies_to_update.size(); i++) {
- texture_proxy_update(proxies_to_update[i], p_texture);
- }
- for (int i = 0; i < proxies_to_redirect.size(); i++) {
- texture_proxy_update(proxies_to_redirect[i], p_texture);
- }
- //delete last, so proxies can be updated
- texture_owner.free(p_by_texture);
-
- if (decal_atlas.textures.has(p_texture)) {
- //belongs to decal atlas..
-
- decal_atlas.dirty = true; //mark it dirty since it was most likely modified
- }
-}
-
-void RendererStorageRD::texture_set_size_override(RID p_texture, int p_width, int p_height) {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND(!tex);
- ERR_FAIL_COND(tex->type != Texture::TYPE_2D);
- tex->width_2d = p_width;
- tex->height_2d = p_height;
-}
-
-void RendererStorageRD::texture_set_path(RID p_texture, const String &p_path) {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND(!tex);
- tex->path = p_path;
-}
-
-String RendererStorageRD::texture_get_path(RID p_texture) const {
- return String();
-}
-
-void RendererStorageRD::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND(!tex);
- tex->detect_3d_callback_ud = p_userdata;
- tex->detect_3d_callback = p_callback;
-}
-
-void RendererStorageRD::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND(!tex);
- tex->detect_normal_callback_ud = p_userdata;
- tex->detect_normal_callback = p_callback;
-}
-
-void RendererStorageRD::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {
- Texture *tex = texture_owner.getornull(p_texture);
- ERR_FAIL_COND(!tex);
- tex->detect_roughness_callback_ud = p_userdata;
- tex->detect_roughness_callback = p_callback;
-}
-
-void RendererStorageRD::texture_debug_usage(List<RS::TextureInfo> *r_info) {
-}
-
-void RendererStorageRD::texture_set_proxy(RID p_proxy, RID p_base) {
-}
-
-void RendererStorageRD::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
-}
-
-Size2 RendererStorageRD::texture_size_with_proxy(RID p_proxy) {
- return texture_2d_get_size(p_proxy);
-}
-
-/* CANVAS TEXTURE */
-
-void RendererStorageRD::CanvasTexture::clear_sets() {
- if (cleared_cache) {
- return;
- }
- for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
- for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
- if (RD::get_singleton()->uniform_set_is_valid(uniform_sets[i][j])) {
- RD::get_singleton()->free(uniform_sets[i][j]);
- uniform_sets[i][j] = RID();
- }
- }
- }
- cleared_cache = true;
-}
-
-RendererStorageRD::CanvasTexture::~CanvasTexture() {
- clear_sets();
-}
-
-RID RendererStorageRD::canvas_texture_allocate() {
- return canvas_texture_owner.allocate_rid();
-}
-void RendererStorageRD::canvas_texture_initialize(RID p_rid) {
- canvas_texture_owner.initialize_rid(p_rid);
-}
-
-void RendererStorageRD::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
- CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture);
- switch (p_channel) {
- case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
- ct->diffuse = p_texture;
- } break;
- case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
- ct->normal_map = p_texture;
- } break;
- case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
- ct->specular = p_texture;
- } break;
- }
-
- ct->clear_sets();
-}
-
-void RendererStorageRD::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
- CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture);
- ct->specular_color.r = p_specular_color.r;
- ct->specular_color.g = p_specular_color.g;
- ct->specular_color.b = p_specular_color.b;
- ct->specular_color.a = p_shininess;
- ct->clear_sets();
-}
-
-void RendererStorageRD::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
- CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture);
- ct->texture_filter = p_filter;
- ct->clear_sets();
-}
-
-void RendererStorageRD::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
- CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture);
- ct->texture_repeat = p_repeat;
- ct->clear_sets();
-}
-
-bool RendererStorageRD::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular) {
- CanvasTexture *ct = nullptr;
-
- Texture *t = texture_owner.getornull(p_texture);
-
- if (t) {
- //regular texture
- if (!t->canvas_texture) {
- t->canvas_texture = memnew(CanvasTexture);
- t->canvas_texture->diffuse = p_texture;
- }
-
- ct = t->canvas_texture;
- } else {
- ct = canvas_texture_owner.getornull(p_texture);
- }
-
- if (!ct) {
- return false; //invalid texture RID
- }
-
- RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
- ERR_FAIL_COND_V(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, false);
-
- RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
- ERR_FAIL_COND_V(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, false);
-
- RID uniform_set = ct->uniform_sets[filter][repeat];
- if (!RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //create and update
- Vector<RD::Uniform> uniforms;
- { //diffuse
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
-
- t = texture_owner.getornull(ct->diffuse);
- if (!t) {
- u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
- ct->size_cache = Size2i(1, 1);
- } else {
- u.ids.push_back(t->rd_texture);
- ct->size_cache = Size2i(t->width_2d, t->height_2d);
- }
- uniforms.push_back(u);
- }
- { //normal
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
-
- t = texture_owner.getornull(ct->normal_map);
- if (!t) {
- u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL));
- ct->use_normal_cache = false;
- } else {
- u.ids.push_back(t->rd_texture);
- ct->use_normal_cache = true;
- }
- uniforms.push_back(u);
- }
- { //specular
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
-
- t = texture_owner.getornull(ct->specular);
- if (!t) {
- u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
- ct->use_specular_cache = false;
- } else {
- u.ids.push_back(t->rd_texture);
- ct->use_specular_cache = true;
- }
- uniforms.push_back(u);
- }
- { //sampler
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 3;
- u.ids.push_back(sampler_rd_get_default(filter, repeat));
- uniforms.push_back(u);
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, p_base_set);
- ct->uniform_sets[filter][repeat] = uniform_set;
- ct->cleared_cache = false;
- }
-
- r_uniform_set = uniform_set;
- r_size = ct->size_cache;
- r_specular_shininess = ct->specular_color;
- r_use_normal = ct->use_normal_cache;
- r_use_specular = ct->use_specular_cache;
-
- return true;
-}
-
-/* SHADER API */
-
-RID RendererStorageRD::shader_allocate() {
- return shader_owner.allocate_rid();
-}
-void RendererStorageRD::shader_initialize(RID p_rid) {
- Shader shader;
- shader.data = nullptr;
- shader.type = SHADER_TYPE_MAX;
-
- shader_owner.initialize_rid(p_rid, shader);
-}
-
-void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) {
- Shader *shader = shader_owner.getornull(p_shader);
- ERR_FAIL_COND(!shader);
-
- shader->code = p_code;
- String mode_string = ShaderLanguage::get_shader_type(p_code);
-
- ShaderType new_type;
- if (mode_string == "canvas_item") {
- new_type = SHADER_TYPE_2D;
- } else if (mode_string == "particles") {
- new_type = SHADER_TYPE_PARTICLES;
- } else if (mode_string == "spatial") {
- new_type = SHADER_TYPE_3D;
- } else if (mode_string == "sky") {
- new_type = SHADER_TYPE_SKY;
- } else {
- new_type = SHADER_TYPE_MAX;
- }
-
- if (new_type != shader->type) {
- if (shader->data) {
- memdelete(shader->data);
- shader->data = nullptr;
- }
-
- for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
- Material *material = E->get();
- material->shader_type = new_type;
- if (material->data) {
- memdelete(material->data);
- material->data = nullptr;
- }
- }
-
- shader->type = new_type;
-
- if (new_type < SHADER_TYPE_MAX && shader_data_request_func[new_type]) {
- shader->data = shader_data_request_func[new_type]();
- } else {
- shader->type = SHADER_TYPE_MAX; //invalid
- }
-
- for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
- Material *material = E->get();
- if (shader->data) {
- material->data = material_data_request_func[new_type](shader->data);
- material->data->self = material->self;
- material->data->set_next_pass(material->next_pass);
- material->data->set_render_priority(material->priority);
- }
- material->shader_type = new_type;
- }
-
- if (shader->data) {
- for (Map<StringName, RID>::Element *E = shader->default_texture_parameter.front(); E; E = E->next()) {
- shader->data->set_default_texture_param(E->key(), E->get());
- }
- }
- }
-
- if (shader->data) {
- shader->data->set_code(p_code);
- }
-
- for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
- Material *material = E->get();
- material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
- _material_queue_update(material, true, true);
- }
-}
-
-String RendererStorageRD::shader_get_code(RID p_shader) const {
- Shader *shader = shader_owner.getornull(p_shader);
- ERR_FAIL_COND_V(!shader, String());
- return shader->code;
-}
-
-void RendererStorageRD::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
- Shader *shader = shader_owner.getornull(p_shader);
- ERR_FAIL_COND(!shader);
- if (shader->data) {
- return shader->data->get_param_list(p_param_list);
- }
-}
-
-void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
- Shader *shader = shader_owner.getornull(p_shader);
- ERR_FAIL_COND(!shader);
-
- if (p_texture.is_valid() && texture_owner.owns(p_texture)) {
- shader->default_texture_parameter[p_name] = p_texture;
- } else {
- shader->default_texture_parameter.erase(p_name);
- }
- if (shader->data) {
- shader->data->set_default_texture_param(p_name, p_texture);
- }
- for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
- Material *material = E->get();
- _material_queue_update(material, false, true);
- }
-}
-
-RID RendererStorageRD::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
- Shader *shader = shader_owner.getornull(p_shader);
- ERR_FAIL_COND_V(!shader, RID());
- if (shader->default_texture_parameter.has(p_name)) {
- return shader->default_texture_parameter[p_name];
- }
-
- return RID();
-}
-
-Variant RendererStorageRD::shader_get_param_default(RID p_shader, const StringName &p_param) const {
- Shader *shader = shader_owner.getornull(p_shader);
- ERR_FAIL_COND_V(!shader, Variant());
- if (shader->data) {
- return shader->data->get_default_parameter(p_param);
- }
- return Variant();
-}
-
-void RendererStorageRD::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) {
- ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
- shader_data_request_func[p_shader_type] = p_function;
-}
-
-RS::ShaderNativeSourceCode RendererStorageRD::shader_get_native_source_code(RID p_shader) const {
- Shader *shader = shader_owner.getornull(p_shader);
- ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
- if (shader->data) {
- return shader->data->get_native_source_code();
- }
- return RS::ShaderNativeSourceCode();
-}
-
-/* COMMON MATERIAL API */
-
-RID RendererStorageRD::material_allocate() {
- return material_owner.allocate_rid();
-}
-void RendererStorageRD::material_initialize(RID p_rid) {
- material_owner.initialize_rid(p_rid);
- Material *material = material_owner.getornull(p_rid);
- material->self = p_rid;
-}
-
-void RendererStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
- if (material->update_element.in_list()) {
- return;
- }
-
- material_update_list.add(&material->update_element);
-
- material->uniform_dirty = material->uniform_dirty || p_uniform;
- material->texture_dirty = material->texture_dirty || p_texture;
-}
-
-void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) {
- Material *material = material_owner.getornull(p_material);
- ERR_FAIL_COND(!material);
-
- if (material->data) {
- memdelete(material->data);
- material->data = nullptr;
- }
-
- if (material->shader) {
- material->shader->owners.erase(material);
- material->shader = nullptr;
- material->shader_type = SHADER_TYPE_MAX;
- }
-
- if (p_shader.is_null()) {
- material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
- material->shader_id = 0;
- return;
- }
-
- Shader *shader = shader_owner.getornull(p_shader);
- ERR_FAIL_COND(!shader);
- material->shader = shader;
- material->shader_type = shader->type;
- material->shader_id = p_shader.get_local_index();
- shader->owners.insert(material);
-
- if (shader->type == SHADER_TYPE_MAX) {
- return;
- }
-
- ERR_FAIL_COND(shader->data == nullptr);
-
- material->data = material_data_request_func[shader->type](shader->data);
- material->data->self = p_material;
- material->data->set_next_pass(material->next_pass);
- material->data->set_render_priority(material->priority);
- //updating happens later
- material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
- _material_queue_update(material, true, true);
-}
-
-void RendererStorageRD::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
- Material *material = material_owner.getornull(p_material);
- ERR_FAIL_COND(!material);
-
- if (p_value.get_type() == Variant::NIL) {
- material->params.erase(p_param);
- } else {
- ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
- material->params[p_param] = p_value;
- }
-
- if (material->shader && material->shader->data) { //shader is valid
- bool is_texture = material->shader->data->is_param_texture(p_param);
- _material_queue_update(material, !is_texture, is_texture);
- } else {
- _material_queue_update(material, true, true);
- }
-}
-
-Variant RendererStorageRD::material_get_param(RID p_material, const StringName &p_param) const {
- Material *material = material_owner.getornull(p_material);
- ERR_FAIL_COND_V(!material, Variant());
- if (material->params.has(p_param)) {
- return material->params[p_param];
- } else {
- return Variant();
- }
-}
-
-void RendererStorageRD::material_set_next_pass(RID p_material, RID p_next_material) {
- Material *material = material_owner.getornull(p_material);
- ERR_FAIL_COND(!material);
-
- if (material->next_pass == p_next_material) {
- return;
- }
-
- material->next_pass = p_next_material;
- if (material->data) {
- material->data->set_next_pass(p_next_material);
- }
-
- material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
-}
-
-void RendererStorageRD::material_set_render_priority(RID p_material, int priority) {
- Material *material = material_owner.getornull(p_material);
- ERR_FAIL_COND(!material);
- material->priority = priority;
- if (material->data) {
- material->data->set_render_priority(priority);
- }
-}
-
-bool RendererStorageRD::material_is_animated(RID p_material) {
- Material *material = material_owner.getornull(p_material);
- ERR_FAIL_COND_V(!material, false);
- if (material->shader && material->shader->data) {
- if (material->shader->data->is_animated()) {
- return true;
- } else if (material->next_pass.is_valid()) {
- return material_is_animated(material->next_pass);
- }
- }
- return false; //by default nothing is animated
-}
-
-bool RendererStorageRD::material_casts_shadows(RID p_material) {
- Material *material = material_owner.getornull(p_material);
- ERR_FAIL_COND_V(!material, true);
- if (material->shader && material->shader->data) {
- if (material->shader->data->casts_shadows()) {
- return true;
- } else if (material->next_pass.is_valid()) {
- return material_casts_shadows(material->next_pass);
- }
- }
- return true; //by default everything casts shadows
-}
-
-void RendererStorageRD::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
- Material *material = material_owner.getornull(p_material);
- ERR_FAIL_COND(!material);
- if (material->shader && material->shader->data) {
- material->shader->data->get_instance_param_list(r_parameters);
-
- if (material->next_pass.is_valid()) {
- material_get_instance_shader_parameters(material->next_pass, r_parameters);
- }
- }
-}
-
-void RendererStorageRD::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
- Material *material = material_owner.getornull(p_material);
- ERR_FAIL_COND(!material);
- p_instance->update_dependency(&material->dependency);
- if (material->next_pass.is_valid()) {
- material_update_dependency(material->next_pass, p_instance);
- }
-}
-
-void RendererStorageRD::material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function) {
- ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
- material_data_request_func[p_shader_type] = p_function;
-}
-
-_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant &value, uint8_t *data, bool p_linear_color) {
- switch (type) {
- case ShaderLanguage::TYPE_BOOL: {
- bool v = value;
-
- uint32_t *gui = (uint32_t *)data;
- *gui = v ? 1 : 0;
- } break;
- case ShaderLanguage::TYPE_BVEC2: {
- int v = value;
- uint32_t *gui = (uint32_t *)data;
- gui[0] = v & 1 ? 1 : 0;
- gui[1] = v & 2 ? 1 : 0;
-
- } break;
- case ShaderLanguage::TYPE_BVEC3: {
- int v = value;
- uint32_t *gui = (uint32_t *)data;
- gui[0] = (v & 1) ? 1 : 0;
- gui[1] = (v & 2) ? 1 : 0;
- gui[2] = (v & 4) ? 1 : 0;
-
- } break;
- case ShaderLanguage::TYPE_BVEC4: {
- int v = value;
- uint32_t *gui = (uint32_t *)data;
- gui[0] = (v & 1) ? 1 : 0;
- gui[1] = (v & 2) ? 1 : 0;
- gui[2] = (v & 4) ? 1 : 0;
- gui[3] = (v & 8) ? 1 : 0;
-
- } break;
- case ShaderLanguage::TYPE_INT: {
- int v = value;
- int32_t *gui = (int32_t *)data;
- gui[0] = v;
-
- } break;
- case ShaderLanguage::TYPE_IVEC2: {
- Vector<int> iv = value;
- int s = iv.size();
- int32_t *gui = (int32_t *)data;
-
- const int *r = iv.ptr();
-
- for (int i = 0; i < 2; i++) {
- if (i < s) {
- gui[i] = r[i];
- } else {
- gui[i] = 0;
- }
- }
-
- } break;
- case ShaderLanguage::TYPE_IVEC3: {
- Vector<int> iv = value;
- int s = iv.size();
- int32_t *gui = (int32_t *)data;
-
- const int *r = iv.ptr();
-
- for (int i = 0; i < 3; i++) {
- if (i < s) {
- gui[i] = r[i];
- } else {
- gui[i] = 0;
- }
- }
- } break;
- case ShaderLanguage::TYPE_IVEC4: {
- Vector<int> iv = value;
- int s = iv.size();
- int32_t *gui = (int32_t *)data;
-
- const int *r = iv.ptr();
-
- for (int i = 0; i < 4; i++) {
- if (i < s) {
- gui[i] = r[i];
- } else {
- gui[i] = 0;
- }
- }
- } break;
- case ShaderLanguage::TYPE_UINT: {
- int v = value;
- uint32_t *gui = (uint32_t *)data;
- gui[0] = v;
-
- } break;
- case ShaderLanguage::TYPE_UVEC2: {
- Vector<int> iv = value;
- int s = iv.size();
- uint32_t *gui = (uint32_t *)data;
-
- const int *r = iv.ptr();
-
- for (int i = 0; i < 2; i++) {
- if (i < s) {
- gui[i] = r[i];
- } else {
- gui[i] = 0;
- }
- }
- } break;
- case ShaderLanguage::TYPE_UVEC3: {
- Vector<int> iv = value;
- int s = iv.size();
- uint32_t *gui = (uint32_t *)data;
-
- const int *r = iv.ptr();
-
- for (int i = 0; i < 3; i++) {
- if (i < s) {
- gui[i] = r[i];
- } else {
- gui[i] = 0;
- }
- }
-
- } break;
- case ShaderLanguage::TYPE_UVEC4: {
- Vector<int> iv = value;
- int s = iv.size();
- uint32_t *gui = (uint32_t *)data;
-
- const int *r = iv.ptr();
-
- for (int i = 0; i < 4; i++) {
- if (i < s) {
- gui[i] = r[i];
- } else {
- gui[i] = 0;
- }
- }
- } break;
- case ShaderLanguage::TYPE_FLOAT: {
- float v = value;
- float *gui = (float *)data;
- gui[0] = v;
-
- } break;
- case ShaderLanguage::TYPE_VEC2: {
- Vector2 v = value;
- float *gui = (float *)data;
- gui[0] = v.x;
- gui[1] = v.y;
-
- } break;
- case ShaderLanguage::TYPE_VEC3: {
- Vector3 v = value;
- float *gui = (float *)data;
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
-
- } break;
- case ShaderLanguage::TYPE_VEC4: {
- float *gui = (float *)data;
-
- if (value.get_type() == Variant::COLOR) {
- Color v = value;
-
- if (p_linear_color) {
- v = v.to_linear();
- }
-
- gui[0] = v.r;
- gui[1] = v.g;
- gui[2] = v.b;
- gui[3] = v.a;
- } else if (value.get_type() == Variant::RECT2) {
- Rect2 v = value;
-
- gui[0] = v.position.x;
- gui[1] = v.position.y;
- gui[2] = v.size.x;
- gui[3] = v.size.y;
- } else if (value.get_type() == Variant::QUATERNION) {
- Quaternion v = value;
-
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
- gui[3] = v.w;
- } else {
- Plane v = value;
-
- gui[0] = v.normal.x;
- gui[1] = v.normal.y;
- gui[2] = v.normal.z;
- gui[3] = v.d;
- }
- } break;
- case ShaderLanguage::TYPE_MAT2: {
- Transform2D v = value;
- float *gui = (float *)data;
-
- //in std140 members of mat2 are treated as vec4s
- gui[0] = v.elements[0][0];
- gui[1] = v.elements[0][1];
- gui[2] = 0;
- gui[3] = 0;
- gui[4] = v.elements[1][0];
- gui[5] = v.elements[1][1];
- gui[6] = 0;
- gui[7] = 0;
- } break;
- case ShaderLanguage::TYPE_MAT3: {
- Basis v = value;
- float *gui = (float *)data;
-
- gui[0] = v.elements[0][0];
- gui[1] = v.elements[1][0];
- gui[2] = v.elements[2][0];
- gui[3] = 0;
- gui[4] = v.elements[0][1];
- gui[5] = v.elements[1][1];
- gui[6] = v.elements[2][1];
- gui[7] = 0;
- gui[8] = v.elements[0][2];
- gui[9] = v.elements[1][2];
- gui[10] = v.elements[2][2];
- gui[11] = 0;
- } break;
- case ShaderLanguage::TYPE_MAT4: {
- Transform3D v = value;
- float *gui = (float *)data;
-
- gui[0] = v.basis.elements[0][0];
- gui[1] = v.basis.elements[1][0];
- gui[2] = v.basis.elements[2][0];
- gui[3] = 0;
- gui[4] = v.basis.elements[0][1];
- gui[5] = v.basis.elements[1][1];
- gui[6] = v.basis.elements[2][1];
- gui[7] = 0;
- gui[8] = v.basis.elements[0][2];
- gui[9] = v.basis.elements[1][2];
- gui[10] = v.basis.elements[2][2];
- gui[11] = 0;
- gui[12] = v.origin.x;
- gui[13] = v.origin.y;
- gui[14] = v.origin.z;
- gui[15] = 1;
- } break;
- default: {
- }
- }
-}
-
-_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
- switch (type) {
- case ShaderLanguage::TYPE_BOOL: {
- uint32_t *gui = (uint32_t *)data;
- *gui = value[0].boolean ? 1 : 0;
- } break;
- case ShaderLanguage::TYPE_BVEC2: {
- uint32_t *gui = (uint32_t *)data;
- gui[0] = value[0].boolean ? 1 : 0;
- gui[1] = value[1].boolean ? 1 : 0;
-
- } break;
- case ShaderLanguage::TYPE_BVEC3: {
- uint32_t *gui = (uint32_t *)data;
- gui[0] = value[0].boolean ? 1 : 0;
- gui[1] = value[1].boolean ? 1 : 0;
- gui[2] = value[2].boolean ? 1 : 0;
-
- } break;
- case ShaderLanguage::TYPE_BVEC4: {
- uint32_t *gui = (uint32_t *)data;
- gui[0] = value[0].boolean ? 1 : 0;
- gui[1] = value[1].boolean ? 1 : 0;
- gui[2] = value[2].boolean ? 1 : 0;
- gui[3] = value[3].boolean ? 1 : 0;
-
- } break;
- case ShaderLanguage::TYPE_INT: {
- int32_t *gui = (int32_t *)data;
- gui[0] = value[0].sint;
-
- } break;
- case ShaderLanguage::TYPE_IVEC2: {
- int32_t *gui = (int32_t *)data;
-
- for (int i = 0; i < 2; i++) {
- gui[i] = value[i].sint;
- }
-
- } break;
- case ShaderLanguage::TYPE_IVEC3: {
- int32_t *gui = (int32_t *)data;
-
- for (int i = 0; i < 3; i++) {
- gui[i] = value[i].sint;
- }
-
- } break;
- case ShaderLanguage::TYPE_IVEC4: {
- int32_t *gui = (int32_t *)data;
-
- for (int i = 0; i < 4; i++) {
- gui[i] = value[i].sint;
- }
-
- } break;
- case ShaderLanguage::TYPE_UINT: {
- uint32_t *gui = (uint32_t *)data;
- gui[0] = value[0].uint;
-
- } break;
- case ShaderLanguage::TYPE_UVEC2: {
- int32_t *gui = (int32_t *)data;
-
- for (int i = 0; i < 2; i++) {
- gui[i] = value[i].uint;
- }
- } break;
- case ShaderLanguage::TYPE_UVEC3: {
- int32_t *gui = (int32_t *)data;
-
- for (int i = 0; i < 3; i++) {
- gui[i] = value[i].uint;
- }
-
- } break;
- case ShaderLanguage::TYPE_UVEC4: {
- int32_t *gui = (int32_t *)data;
-
- for (int i = 0; i < 4; i++) {
- gui[i] = value[i].uint;
- }
- } break;
- case ShaderLanguage::TYPE_FLOAT: {
- float *gui = (float *)data;
- gui[0] = value[0].real;
-
- } break;
- case ShaderLanguage::TYPE_VEC2: {
- float *gui = (float *)data;
-
- for (int i = 0; i < 2; i++) {
- gui[i] = value[i].real;
- }
-
- } break;
- case ShaderLanguage::TYPE_VEC3: {
- float *gui = (float *)data;
-
- for (int i = 0; i < 3; i++) {
- gui[i] = value[i].real;
- }
-
- } break;
- case ShaderLanguage::TYPE_VEC4: {
- float *gui = (float *)data;
-
- for (int i = 0; i < 4; i++) {
- gui[i] = value[i].real;
- }
- } break;
- case ShaderLanguage::TYPE_MAT2: {
- float *gui = (float *)data;
-
- //in std140 members of mat2 are treated as vec4s
- gui[0] = value[0].real;
- gui[1] = value[1].real;
- gui[2] = 0;
- gui[3] = 0;
- gui[4] = value[2].real;
- gui[5] = value[3].real;
- gui[6] = 0;
- gui[7] = 0;
- } break;
- case ShaderLanguage::TYPE_MAT3: {
- float *gui = (float *)data;
-
- gui[0] = value[0].real;
- gui[1] = value[1].real;
- gui[2] = value[2].real;
- gui[3] = 0;
- gui[4] = value[3].real;
- gui[5] = value[4].real;
- gui[6] = value[5].real;
- gui[7] = 0;
- gui[8] = value[6].real;
- gui[9] = value[7].real;
- gui[10] = value[8].real;
- gui[11] = 0;
- } break;
- case ShaderLanguage::TYPE_MAT4: {
- float *gui = (float *)data;
-
- for (int i = 0; i < 16; i++) {
- gui[i] = value[i].real;
- }
- } break;
- default: {
- }
- }
-}
-
-_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) {
- switch (type) {
- case ShaderLanguage::TYPE_BOOL:
- case ShaderLanguage::TYPE_INT:
- case ShaderLanguage::TYPE_UINT:
- case ShaderLanguage::TYPE_FLOAT: {
- memset(data, 0, 4);
- } break;
- case ShaderLanguage::TYPE_BVEC2:
- case ShaderLanguage::TYPE_IVEC2:
- case ShaderLanguage::TYPE_UVEC2:
- case ShaderLanguage::TYPE_VEC2: {
- memset(data, 0, 8);
- } break;
- case ShaderLanguage::TYPE_BVEC3:
- case ShaderLanguage::TYPE_IVEC3:
- case ShaderLanguage::TYPE_UVEC3:
- case ShaderLanguage::TYPE_VEC3:
- case ShaderLanguage::TYPE_BVEC4:
- case ShaderLanguage::TYPE_IVEC4:
- case ShaderLanguage::TYPE_UVEC4:
- case ShaderLanguage::TYPE_VEC4: {
- memset(data, 0, 16);
- } break;
- case ShaderLanguage::TYPE_MAT2: {
- memset(data, 0, 32);
- } break;
- case ShaderLanguage::TYPE_MAT3: {
- memset(data, 0, 48);
- } break;
- case ShaderLanguage::TYPE_MAT4: {
- memset(data, 0, 64);
- } break;
-
- default: {
- }
- }
-}
-
-void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
- bool uses_global_buffer = false;
-
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_uniforms.front(); E; E = E->next()) {
- if (E->get().order < 0) {
- continue; // texture, does not go here
- }
-
- if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue; //instance uniforms don't appear in the bufferr
- }
-
- if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
- //this is a global variable, get the index to it
- RendererStorageRD *rs = base_singleton;
-
- GlobalVariables::Variable *gv = rs->global_variables.variables.getptr(E->key());
- uint32_t index = 0;
- if (gv) {
- index = gv->buffer_index;
- } else {
- WARN_PRINT("Shader uses global uniform '" + E->key() + "', but it was removed at some point. Material will not display correctly.");
- }
-
- uint32_t offset = p_uniform_offsets[E->get().order];
- uint32_t *intptr = (uint32_t *)&p_buffer[offset];
- *intptr = index;
- uses_global_buffer = true;
- continue;
- }
-
- //regular uniform
- uint32_t offset = p_uniform_offsets[E->get().order];
-#ifdef DEBUG_ENABLED
- uint32_t size = ShaderLanguage::get_type_size(E->get().type);
- ERR_CONTINUE(offset + size > p_buffer_size);
-#endif
- uint8_t *data = &p_buffer[offset];
- const Map<StringName, Variant>::Element *V = p_parameters.find(E->key());
-
- if (V) {
- //user provided
- _fill_std140_variant_ubo_value(E->get().type, V->get(), data, p_use_linear_color);
-
- } else if (E->get().default_value.size()) {
- //default value
- _fill_std140_ubo_value(E->get().type, E->get().default_value, data);
- //value=E->get().default_value;
- } else {
- //zero because it was not provided
- if (E->get().type == ShaderLanguage::TYPE_VEC4 && E->get().hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
- //colors must be set as black, with alpha as 1.0
- _fill_std140_variant_ubo_value(E->get().type, Color(0, 0, 0, 1), data, p_use_linear_color);
- } else {
- //else just zero it out
- _fill_std140_ubo_empty(E->get().type, data);
- }
- }
- }
-
- if (uses_global_buffer != (global_buffer_E != nullptr)) {
- RendererStorageRD *rs = base_singleton;
- if (uses_global_buffer) {
- global_buffer_E = rs->global_variables.materials_using_buffer.push_back(self);
- } else {
- rs->global_variables.materials_using_buffer.erase(global_buffer_E);
- global_buffer_E = nullptr;
- }
- }
-}
-
-RendererStorageRD::MaterialData::~MaterialData() {
- if (global_buffer_E) {
- //unregister global buffers
- RendererStorageRD *rs = base_singleton;
- rs->global_variables.materials_using_buffer.erase(global_buffer_E);
- }
-
- if (global_texture_E) {
- //unregister global textures
- RendererStorageRD *rs = base_singleton;
-
- for (Map<StringName, uint64_t>::Element *E = used_global_textures.front(); E; E = E->next()) {
- GlobalVariables::Variable *v = rs->global_variables.variables.getptr(E->key());
- if (v) {
- v->texture_materials.erase(self);
- }
- }
- //unregister material from those using global textures
- rs->global_variables.materials_using_texture.erase(global_texture_E);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
-}
-
-void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
- RendererStorageRD *singleton = (RendererStorageRD *)RendererStorage::base_singleton;
-#ifdef TOOLS_ENABLED
- Texture *roughness_detect_texture = nullptr;
- RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
- Texture *normal_detect_texture = nullptr;
-#endif
-
- bool uses_global_textures = false;
- global_textures_pass++;
-
- for (int i = 0; i < p_texture_uniforms.size(); i++) {
- const StringName &uniform_name = p_texture_uniforms[i].name;
-
- RID texture;
-
- if (p_texture_uniforms[i].global) {
- RendererStorageRD *rs = base_singleton;
-
- uses_global_textures = true;
-
- GlobalVariables::Variable *v = rs->global_variables.variables.getptr(uniform_name);
- if (v) {
- if (v->buffer_index >= 0) {
- WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
-
- } else {
- Map<StringName, uint64_t>::Element *E = used_global_textures.find(uniform_name);
- if (!E) {
- E = used_global_textures.insert(uniform_name, global_textures_pass);
- v->texture_materials.insert(self);
- } else {
- E->get() = global_textures_pass;
- }
-
- texture = v->override.get_type() != Variant::NIL ? v->override : v->value;
- }
-
- } else {
- WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
- }
- } else {
- if (!texture.is_valid()) {
- const Map<StringName, Variant>::Element *V = p_parameters.find(uniform_name);
- if (V) {
- texture = V->get();
- }
- }
-
- if (!texture.is_valid()) {
- const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name);
- if (W) {
- texture = W->get();
- }
- }
- }
-
- RID rd_texture;
-
- if (texture.is_null()) {
- //check default usage
- switch (p_texture_uniforms[i].hint) {
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
- } break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_NONE: {
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
- } break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
- } break;
- default: {
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
- } break;
- }
- } else {
- bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
-
- Texture *tex = singleton->texture_owner.getornull(texture);
-
- if (tex) {
- rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
-#ifdef TOOLS_ENABLED
- if (tex->detect_3d_callback && p_use_linear_color) {
- tex->detect_3d_callback(tex->detect_3d_callback_ud);
- }
- if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
- if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
- normal_detect_texture = tex;
- }
- tex->detect_normal_callback(tex->detect_normal_callback_ud);
- }
- if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) {
- //find the normal texture
- roughness_detect_texture = tex;
- roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
- }
-
-#endif
- }
-
- if (rd_texture.is_null()) {
- //wtf
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
- }
- }
-
- p_textures[i] = rd_texture;
- }
-#ifdef TOOLS_ENABLED
- if (roughness_detect_texture && normal_detect_texture && normal_detect_texture->path != String()) {
- roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
- }
-#endif
- {
- //for textures no longer used, unregister them
- List<Map<StringName, uint64_t>::Element *> to_delete;
- RendererStorageRD *rs = base_singleton;
-
- for (Map<StringName, uint64_t>::Element *E = used_global_textures.front(); E; E = E->next()) {
- if (E->get() != global_textures_pass) {
- to_delete.push_back(E);
-
- GlobalVariables::Variable *v = rs->global_variables.variables.getptr(E->key());
- if (v) {
- v->texture_materials.erase(self);
- }
- }
- }
-
- while (to_delete.front()) {
- used_global_textures.erase(to_delete.front()->get());
- to_delete.pop_front();
- }
- //handle registering/unregistering global textures
- if (uses_global_textures != (global_texture_E != nullptr)) {
- if (uses_global_textures) {
- global_texture_E = rs->global_variables.materials_using_texture.push_back(self);
- } else {
- rs->global_variables.materials_using_texture.erase(global_texture_E);
- global_texture_E = nullptr;
- }
- }
- }
-}
-
-void RendererStorageRD::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
- if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
- RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
- RD::get_singleton()->free(p_uniform_set);
- }
-}
-
-bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
- if ((uint32_t)ubo_data.size() != p_ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(p_ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
- }
-
- uint32_t tex_uniform_count = p_texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
- }
-
- if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return false;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return false;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (p_ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
-
- RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, _material_uniform_set_erased, &self);
-
- return true;
-}
-
-void RendererStorageRD::_material_uniform_set_erased(const RID &p_set, void *p_material) {
- RID rid = *(RID *)p_material;
- Material *material = base_singleton->material_owner.getornull(rid);
- if (material) {
- material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
- }
-}
-
-void RendererStorageRD::material_force_update_textures(RID p_material, ShaderType p_shader_type) {
- Material *material = material_owner.getornull(p_material);
- if (material->shader_type != p_shader_type) {
- return;
- }
- if (material->data) {
- material->data->update_parameters(material->params, false, true);
- }
-}
-
-void RendererStorageRD::_update_queued_materials() {
- while (material_update_list.first()) {
- Material *material = material_update_list.first()->self();
- bool uniforms_changed = false;
-
- if (material->data) {
- uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
- }
- material->texture_dirty = false;
- material->uniform_dirty = false;
-
- material_update_list.remove(&material->update_element);
-
- if (uniforms_changed) {
- //some implementations such as 3D renderer cache the matreial uniform set, so update is required
- material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
- }
- }
-}
-
-/* MESH API */
-
-RID RendererStorageRD::mesh_allocate() {
- return mesh_owner.allocate_rid();
-}
-void RendererStorageRD::mesh_initialize(RID p_rid) {
- mesh_owner.initialize_rid(p_rid, Mesh());
-}
-
-void RendererStorageRD::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
- ERR_FAIL_COND(p_blend_shape_count < 0);
-
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
-
- ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist
-
- mesh->blend_shape_count = p_blend_shape_count;
-}
-
-/// Returns stride
-void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
-
- ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES);
-
-#ifdef DEBUG_ENABLED
- //do a validation, to catch errors first
- {
- uint32_t stride = 0;
- uint32_t attrib_stride = 0;
- uint32_t skin_stride = 0;
-
- for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) {
- if ((p_surface.format & (1 << i))) {
- switch (i) {
- case RS::ARRAY_VERTEX: {
- if (p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
- stride += sizeof(float) * 2;
- } else {
- stride += sizeof(float) * 3;
- }
-
- } break;
- case RS::ARRAY_NORMAL: {
- stride += sizeof(int32_t);
-
- } break;
- case RS::ARRAY_TANGENT: {
- stride += sizeof(int32_t);
-
- } break;
- case RS::ARRAY_COLOR: {
- attrib_stride += sizeof(uint32_t);
- } break;
- case RS::ARRAY_TEX_UV: {
- attrib_stride += sizeof(float) * 2;
-
- } break;
- case RS::ARRAY_TEX_UV2: {
- attrib_stride += sizeof(float) * 2;
-
- } break;
- case RS::ARRAY_CUSTOM0:
- case RS::ARRAY_CUSTOM1:
- case RS::ARRAY_CUSTOM2:
- case RS::ARRAY_CUSTOM3: {
- int idx = i - RS::ARRAY_CUSTOM0;
- uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
- uint32_t fmt = (p_surface.format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
- uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
- attrib_stride += fmtsize[fmt];
-
- } break;
- case RS::ARRAY_WEIGHTS:
- case RS::ARRAY_BONES: {
- //uses a separate array
- bool use_8 = p_surface.format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
- skin_stride += sizeof(int16_t) * (use_8 ? 16 : 8);
- } break;
- }
- }
- }
-
- int expected_size = stride * p_surface.vertex_count;
- ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of vertex data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
-
- int bs_expected_size = expected_size * mesh->blend_shape_count;
-
- ERR_FAIL_COND_MSG(bs_expected_size != p_surface.blend_shape_data.size(), "Size of blend shape data provided (" + itos(p_surface.blend_shape_data.size()) + ") does not match expected (" + itos(bs_expected_size) + ")");
-
- int expected_attrib_size = attrib_stride * p_surface.vertex_count;
- ERR_FAIL_COND_MSG(expected_attrib_size != p_surface.attribute_data.size(), "Size of attribute data provided (" + itos(p_surface.attribute_data.size()) + ") does not match expected (" + itos(expected_attrib_size) + ")");
-
- if ((p_surface.format & RS::ARRAY_FORMAT_WEIGHTS) && (p_surface.format & RS::ARRAY_FORMAT_BONES)) {
- expected_size = skin_stride * p_surface.vertex_count;
- ERR_FAIL_COND_MSG(expected_size != p_surface.skin_data.size(), "Size of skin data provided (" + itos(p_surface.skin_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
- }
- }
-
-#endif
-
- Mesh::Surface *s = memnew(Mesh::Surface);
-
- s->format = p_surface.format;
- s->primitive = p_surface.primitive;
-
- bool use_as_storage = (p_surface.skin_data.size() || mesh->blend_shape_count > 0);
-
- s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data, use_as_storage);
- s->vertex_buffer_size = p_surface.vertex_data.size();
-
- if (p_surface.attribute_data.size()) {
- s->attribute_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.attribute_data.size(), p_surface.attribute_data);
- }
- if (p_surface.skin_data.size()) {
- s->skin_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.skin_data.size(), p_surface.skin_data, use_as_storage);
- s->skin_buffer_size = p_surface.skin_data.size();
- }
-
- s->vertex_count = p_surface.vertex_count;
-
- if (p_surface.format & RS::ARRAY_FORMAT_BONES) {
- mesh->has_bone_weights = true;
- }
-
- if (p_surface.index_count) {
- bool is_index_16 = p_surface.vertex_count <= 65536;
-
- s->index_buffer = RD::get_singleton()->index_buffer_create(p_surface.index_count, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.index_data, false);
- s->index_count = p_surface.index_count;
- s->index_array = RD::get_singleton()->index_array_create(s->index_buffer, 0, s->index_count);
- if (p_surface.lods.size()) {
- s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size());
- s->lod_count = p_surface.lods.size();
-
- for (int i = 0; i < p_surface.lods.size(); i++) {
- uint32_t indices = p_surface.lods[i].index_data.size() / (is_index_16 ? 2 : 4);
- s->lods[i].index_buffer = RD::get_singleton()->index_buffer_create(indices, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.lods[i].index_data);
- s->lods[i].index_array = RD::get_singleton()->index_array_create(s->lods[i].index_buffer, 0, indices);
- s->lods[i].edge_length = p_surface.lods[i].edge_length;
- s->lods[i].index_count = indices;
- }
- }
- }
-
- s->aabb = p_surface.aabb;
- s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
-
- if (mesh->blend_shape_count > 0) {
- s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data);
- }
-
- if (use_as_storage) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(s->vertex_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 1;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- if (s->skin_buffer.is_valid()) {
- u.ids.push_back(s->skin_buffer);
- } else {
- u.ids.push_back(default_rd_storage_buffer);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- if (s->blend_shape_buffer.is_valid()) {
- u.ids.push_back(s->blend_shape_buffer);
- } else {
- u.ids.push_back(default_rd_storage_buffer);
- }
- uniforms.push_back(u);
- }
-
- s->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SURFACE);
- }
-
- if (mesh->surface_count == 0) {
- mesh->bone_aabbs = p_surface.bone_aabbs;
- mesh->aabb = p_surface.aabb;
- } else {
- if (mesh->bone_aabbs.size() < p_surface.bone_aabbs.size()) {
- // ArrayMesh::_surface_set_data only allocates bone_aabbs up to max_bone
- // Each surface may affect different numbers of bones.
- mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
- }
- for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
- mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
- }
- mesh->aabb.merge_with(p_surface.aabb);
- }
-
- s->material = p_surface.material;
-
- mesh->surfaces = (Mesh::Surface **)memrealloc(mesh->surfaces, sizeof(Mesh::Surface *) * (mesh->surface_count + 1));
- mesh->surfaces[mesh->surface_count] = s;
- mesh->surface_count++;
-
- for (MeshInstance *mi : mesh->instances) {
- _mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
- }
-
- mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
-
- for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
- Mesh *shadow_owner = E->get();
- shadow_owner->shadow_mesh = RID();
- shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
- }
-
- mesh->material_cache.clear();
-}
-
-int RendererStorageRD::mesh_get_blend_shape_count(RID p_mesh) const {
- const Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, -1);
- return mesh->blend_shape_count;
-}
-
-void RendererStorageRD::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_INDEX((int)p_mode, 2);
-
- mesh->blend_shape_mode = p_mode;
-}
-
-RS::BlendShapeMode RendererStorageRD::mesh_get_blend_shape_mode(RID p_mesh) const {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, RS::BLEND_SHAPE_MODE_NORMALIZED);
- return mesh->blend_shape_mode;
-}
-
-void RendererStorageRD::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
- ERR_FAIL_COND(p_data.size() == 0);
- uint64_t data_size = p_data.size();
- const uint8_t *r = p_data.ptr();
-
- RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->vertex_buffer, p_offset, data_size, r);
-}
-
-void RendererStorageRD::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
- ERR_FAIL_COND(p_data.size() == 0);
- ERR_FAIL_COND(mesh->surfaces[p_surface]->attribute_buffer.is_null());
- uint64_t data_size = p_data.size();
- const uint8_t *r = p_data.ptr();
-
- RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->attribute_buffer, p_offset, data_size, r);
-}
-
-void RendererStorageRD::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
- ERR_FAIL_COND(p_data.size() == 0);
- ERR_FAIL_COND(mesh->surfaces[p_surface]->skin_buffer.is_null());
- uint64_t data_size = p_data.size();
- const uint8_t *r = p_data.ptr();
-
- RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->skin_buffer, p_offset, data_size, r);
-}
-
-void RendererStorageRD::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
- mesh->surfaces[p_surface]->material = p_material;
-
- mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
- mesh->material_cache.clear();
-}
-
-RID RendererStorageRD::mesh_surface_get_material(RID p_mesh, int p_surface) const {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, RID());
- ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID());
-
- return mesh->surfaces[p_surface]->material;
-}
-
-RS::SurfaceData RendererStorageRD::mesh_get_surface(RID p_mesh, int p_surface) const {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, RS::SurfaceData());
- ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData());
-
- Mesh::Surface &s = *mesh->surfaces[p_surface];
-
- RS::SurfaceData sd;
- sd.format = s.format;
- sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer);
- if (s.attribute_buffer.is_valid()) {
- sd.attribute_data = RD::get_singleton()->buffer_get_data(s.attribute_buffer);
- }
- if (s.skin_buffer.is_valid()) {
- sd.skin_data = RD::get_singleton()->buffer_get_data(s.skin_buffer);
- }
- sd.vertex_count = s.vertex_count;
- sd.index_count = s.index_count;
- sd.primitive = s.primitive;
-
- if (sd.index_count) {
- sd.index_data = RD::get_singleton()->buffer_get_data(s.index_buffer);
- }
- sd.aabb = s.aabb;
- for (uint32_t i = 0; i < s.lod_count; i++) {
- RS::SurfaceData::LOD lod;
- lod.edge_length = s.lods[i].edge_length;
- lod.index_data = RD::get_singleton()->buffer_get_data(s.lods[i].index_buffer);
- sd.lods.push_back(lod);
- }
-
- sd.bone_aabbs = s.bone_aabbs;
-
- if (s.blend_shape_buffer.is_valid()) {
- sd.blend_shape_data = RD::get_singleton()->buffer_get_data(s.blend_shape_buffer);
- }
-
- return sd;
-}
-
-int RendererStorageRD::mesh_get_surface_count(RID p_mesh) const {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, 0);
- return mesh->surface_count;
-}
-
-void RendererStorageRD::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
- mesh->custom_aabb = p_aabb;
-}
-
-AABB RendererStorageRD::mesh_get_custom_aabb(RID p_mesh) const {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, AABB());
- return mesh->custom_aabb;
-}
-
-AABB RendererStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, AABB());
-
- if (mesh->custom_aabb != AABB()) {
- return mesh->custom_aabb;
- }
-
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
-
- if (!skeleton || skeleton->size == 0) {
- return mesh->aabb;
- }
-
- AABB aabb;
-
- for (uint32_t i = 0; i < mesh->surface_count; i++) {
- AABB laabb;
- if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
- int bs = mesh->surfaces[i]->bone_aabbs.size();
- const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
-
- int sbs = skeleton->size;
- ERR_CONTINUE(bs > sbs);
- const float *baseptr = skeleton->data.ptr();
-
- bool first = true;
-
- if (skeleton->use_2d) {
- for (int j = 0; j < bs; j++) {
- if (skbones[0].size == Vector3()) {
- continue; //bone is unused
- }
-
- const float *dataptr = baseptr + j * 8;
-
- Transform3D mtx;
-
- mtx.basis.elements[0].x = dataptr[0];
- mtx.basis.elements[1].x = dataptr[1];
- mtx.origin.x = dataptr[3];
-
- mtx.basis.elements[0].y = dataptr[4];
- mtx.basis.elements[1].y = dataptr[5];
- mtx.origin.y = dataptr[7];
-
- AABB baabb = mtx.xform(skbones[j]);
-
- if (first) {
- laabb = baabb;
- first = false;
- } else {
- laabb.merge_with(baabb);
- }
- }
- } else {
- for (int j = 0; j < bs; j++) {
- if (skbones[0].size == Vector3()) {
- continue; //bone is unused
- }
-
- const float *dataptr = baseptr + j * 12;
-
- Transform3D mtx;
-
- mtx.basis.elements[0][0] = dataptr[0];
- mtx.basis.elements[0][1] = dataptr[1];
- mtx.basis.elements[0][2] = dataptr[2];
- mtx.origin.x = dataptr[3];
- mtx.basis.elements[1][0] = dataptr[4];
- mtx.basis.elements[1][1] = dataptr[5];
- mtx.basis.elements[1][2] = dataptr[6];
- mtx.origin.y = dataptr[7];
- mtx.basis.elements[2][0] = dataptr[8];
- mtx.basis.elements[2][1] = dataptr[9];
- mtx.basis.elements[2][2] = dataptr[10];
- mtx.origin.z = dataptr[11];
-
- AABB baabb = mtx.xform(skbones[j]);
- if (first) {
- laabb = baabb;
- first = false;
- } else {
- laabb.merge_with(baabb);
- }
- }
- }
-
- if (laabb.size == Vector3()) {
- laabb = mesh->surfaces[i]->aabb;
- }
- } else {
- laabb = mesh->surfaces[i]->aabb;
- }
-
- if (i == 0) {
- aabb = laabb;
- } else {
- aabb.merge_with(laabb);
- }
- }
-
- return aabb;
-}
-
-void RendererStorageRD::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
-
- Mesh *shadow_mesh = mesh_owner.getornull(mesh->shadow_mesh);
- if (shadow_mesh) {
- shadow_mesh->shadow_owners.erase(mesh);
- }
- mesh->shadow_mesh = p_shadow_mesh;
-
- shadow_mesh = mesh_owner.getornull(mesh->shadow_mesh);
-
- if (shadow_mesh) {
- shadow_mesh->shadow_owners.insert(mesh);
- }
-
- mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
-}
-
-void RendererStorageRD::mesh_clear(RID p_mesh) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
- for (uint32_t i = 0; i < mesh->surface_count; i++) {
- Mesh::Surface &s = *mesh->surfaces[i];
- RD::get_singleton()->free(s.vertex_buffer); //clears arrays as dependency automatically, including all versions
- if (s.attribute_buffer.is_valid()) {
- RD::get_singleton()->free(s.attribute_buffer);
- }
- if (s.skin_buffer.is_valid()) {
- RD::get_singleton()->free(s.skin_buffer);
- }
- if (s.versions) {
- memfree(s.versions); //reallocs, so free with memfree.
- }
-
- if (s.index_buffer.is_valid()) {
- RD::get_singleton()->free(s.index_buffer);
- }
-
- if (s.lod_count) {
- for (uint32_t j = 0; j < s.lod_count; j++) {
- RD::get_singleton()->free(s.lods[j].index_buffer);
- }
- memdelete_arr(s.lods);
- }
-
- if (s.blend_shape_buffer.is_valid()) {
- RD::get_singleton()->free(s.blend_shape_buffer);
- }
-
- memdelete(mesh->surfaces[i]);
- }
- if (mesh->surfaces) {
- memfree(mesh->surfaces);
- }
-
- mesh->surfaces = nullptr;
- mesh->surface_count = 0;
- mesh->material_cache.clear();
- //clear instance data
- for (MeshInstance *mi : mesh->instances) {
- _mesh_instance_clear(mi);
- }
- mesh->has_bone_weights = false;
- mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
-
- for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
- Mesh *shadow_owner = E->get();
- shadow_owner->shadow_mesh = RID();
- shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
- }
-}
-
-bool RendererStorageRD::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, false);
-
- return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton);
-}
-
-/* MESH INSTANCE */
-
-RID RendererStorageRD::mesh_instance_create(RID p_base) {
- Mesh *mesh = mesh_owner.getornull(p_base);
- ERR_FAIL_COND_V(!mesh, RID());
-
- RID rid = mesh_instance_owner.make_rid();
- MeshInstance *mi = mesh_instance_owner.getornull(rid);
-
- mi->mesh = mesh;
-
- for (uint32_t i = 0; i < mesh->surface_count; i++) {
- _mesh_instance_add_surface(mi, mesh, i);
- }
-
- mi->I = mesh->instances.push_back(mi);
-
- mi->dirty = true;
-
- return rid;
-}
-void RendererStorageRD::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
- MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
- if (mi->skeleton == p_skeleton) {
- return;
- }
- mi->skeleton = p_skeleton;
- mi->skeleton_version = 0;
- mi->dirty = true;
-}
-
-void RendererStorageRD::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
- MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
- ERR_FAIL_COND(!mi);
- ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size());
- mi->blend_weights[p_shape] = p_weight;
- mi->weights_dirty = true;
- //will be eventually updated
-}
-
-void RendererStorageRD::_mesh_instance_clear(MeshInstance *mi) {
- for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
- if (mi->surfaces[i].vertex_buffer.is_valid()) {
- RD::get_singleton()->free(mi->surfaces[i].vertex_buffer);
- }
- if (mi->surfaces[i].versions) {
- for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) {
- RD::get_singleton()->free(mi->surfaces[i].versions[j].vertex_array);
- }
- memfree(mi->surfaces[i].versions);
- }
- }
- mi->surfaces.clear();
-
- if (mi->blend_weights_buffer.is_valid()) {
- RD::get_singleton()->free(mi->blend_weights_buffer);
- }
- mi->blend_weights.clear();
- mi->weights_dirty = false;
- mi->skeleton_version = 0;
-}
-
-void RendererStorageRD::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {
- if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer.is_null()) {
- mi->blend_weights.resize(mesh->blend_shape_count);
- for (uint32_t i = 0; i < mi->blend_weights.size(); i++) {
- mi->blend_weights[i] = 0;
- }
- mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array());
- mi->weights_dirty = true;
- }
-
- MeshInstance::Surface s;
- if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) {
- //surface warrants transform
- s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(s.vertex_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- if (mi->blend_weights_buffer.is_valid()) {
- u.ids.push_back(mi->blend_weights_buffer);
- } else {
- u.ids.push_back(default_rd_storage_buffer);
- }
- uniforms.push_back(u);
- }
- s.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_INSTANCE);
- }
-
- mi->surfaces.push_back(s);
- mi->dirty = true;
-}
-
-void RendererStorageRD::mesh_instance_check_for_update(RID p_mesh_instance) {
- MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
-
- bool needs_update = mi->dirty;
-
- if (mi->weights_dirty && !mi->weight_update_list.in_list()) {
- dirty_mesh_instance_weights.add(&mi->weight_update_list);
- needs_update = true;
- }
-
- if (mi->array_update_list.in_list()) {
- return;
- }
-
- if (!needs_update && mi->skeleton.is_valid()) {
- Skeleton *sk = skeleton_owner.getornull(mi->skeleton);
- if (sk && sk->version != mi->skeleton_version) {
- needs_update = true;
- }
- }
-
- if (needs_update) {
- dirty_mesh_instance_arrays.add(&mi->array_update_list);
- }
-}
-
-void RendererStorageRD::update_mesh_instances() {
- while (dirty_mesh_instance_weights.first()) {
- MeshInstance *mi = dirty_mesh_instance_weights.first()->self();
-
- if (mi->blend_weights_buffer.is_valid()) {
- RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr());
- }
- dirty_mesh_instance_weights.remove(&mi->weight_update_list);
- mi->weights_dirty = false;
- }
- if (dirty_mesh_instance_arrays.first() == nullptr) {
- return; //nothing to do
- }
-
- //process skeletons and blend shapes
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- while (dirty_mesh_instance_arrays.first()) {
- MeshInstance *mi = dirty_mesh_instance_arrays.first()->self();
-
- Skeleton *sk = skeleton_owner.getornull(mi->skeleton);
-
- for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
- if (mi->surfaces[i].uniform_set == RID() || mi->mesh->surfaces[i]->uniform_set == RID()) {
- continue;
- }
-
- bool array_is_2d = mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_2D_VERTICES;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, skeleton_shader.pipeline[array_is_2d ? SkeletonShader::SHADER_MODE_2D : SkeletonShader::SHADER_MODE_3D]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->surfaces[i].uniform_set, SkeletonShader::UNIFORM_SET_INSTANCE);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->mesh->surfaces[i]->uniform_set, SkeletonShader::UNIFORM_SET_SURFACE);
- if (sk && sk->uniform_set_mi.is_valid()) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sk->uniform_set_mi, SkeletonShader::UNIFORM_SET_SKELETON);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, skeleton_shader.default_skeleton_uniform_set, SkeletonShader::UNIFORM_SET_SKELETON);
- }
-
- SkeletonShader::PushConstant push_constant;
-
- push_constant.has_normal = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_NORMAL;
- push_constant.has_tangent = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_TANGENT;
- push_constant.has_skeleton = sk != nullptr && sk->use_2d == array_is_2d && (mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES);
- push_constant.has_blend_shape = mi->mesh->blend_shape_count > 0;
-
- push_constant.vertex_count = mi->mesh->surfaces[i]->vertex_count;
- push_constant.vertex_stride = (mi->mesh->surfaces[i]->vertex_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4;
- push_constant.skin_stride = (mi->mesh->surfaces[i]->skin_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4;
- push_constant.skin_weight_offset = (mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 4 : 2;
-
- push_constant.blend_shape_count = mi->mesh->blend_shape_count;
- push_constant.normalized_blend_shapes = mi->mesh->blend_shape_mode == RS::BLEND_SHAPE_MODE_NORMALIZED;
- push_constant.pad0 = 0;
- push_constant.pad1 = 0;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SkeletonShader::PushConstant));
-
- //dispatch without barrier, so all is done at the same time
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.vertex_count, 1, 1);
- }
-
- mi->dirty = false;
- if (sk) {
- mi->skeleton_version = sk->version;
- }
- dirty_mesh_instance_arrays.remove(&mi->array_update_list);
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) {
- Vector<RD::VertexAttribute> attributes;
- Vector<RID> buffers;
-
- uint32_t stride = 0;
- uint32_t attribute_stride = 0;
- uint32_t skin_stride = 0;
-
- for (int i = 0; i < RS::ARRAY_INDEX; i++) {
- RD::VertexAttribute vd;
- RID buffer;
- vd.location = i;
-
- if (!(s->format & (1 << i))) {
- // Not supplied by surface, use default value
- buffer = mesh_default_rd_buffers[i];
- vd.stride = 0;
- switch (i) {
- case RS::ARRAY_VERTEX: {
- vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
-
- } break;
- case RS::ARRAY_NORMAL: {
- vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
- } break;
- case RS::ARRAY_TANGENT: {
- vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- } break;
- case RS::ARRAY_COLOR: {
- vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
-
- } break;
- case RS::ARRAY_TEX_UV: {
- vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
-
- } break;
- case RS::ARRAY_TEX_UV2: {
- vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
- } break;
- case RS::ARRAY_CUSTOM0:
- case RS::ARRAY_CUSTOM1:
- case RS::ARRAY_CUSTOM2:
- case RS::ARRAY_CUSTOM3: {
- //assumed weights too
- vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- } break;
- case RS::ARRAY_BONES: {
- //assumed weights too
- vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
- } break;
- case RS::ARRAY_WEIGHTS: {
- //assumed weights too
- vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
- } break;
- }
- } else {
- //Supplied, use it
-
- vd.stride = 1; //mark that it needs a stride set (default uses 0)
-
- switch (i) {
- case RS::ARRAY_VERTEX: {
- vd.offset = stride;
-
- if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
- vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
- stride += sizeof(float) * 2;
- } else {
- vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
- stride += sizeof(float) * 3;
- }
-
- if (mis) {
- buffer = mis->vertex_buffer;
- } else {
- buffer = s->vertex_buffer;
- }
-
- } break;
- case RS::ARRAY_NORMAL: {
- vd.offset = stride;
-
- vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
-
- stride += sizeof(uint32_t);
- if (mis) {
- buffer = mis->vertex_buffer;
- } else {
- buffer = s->vertex_buffer;
- }
- } break;
- case RS::ARRAY_TANGENT: {
- vd.offset = stride;
-
- vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
- stride += sizeof(uint32_t);
- if (mis) {
- buffer = mis->vertex_buffer;
- } else {
- buffer = s->vertex_buffer;
- }
- } break;
- case RS::ARRAY_COLOR: {
- vd.offset = attribute_stride;
-
- vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- attribute_stride += sizeof(int8_t) * 4;
- buffer = s->attribute_buffer;
- } break;
- case RS::ARRAY_TEX_UV: {
- vd.offset = attribute_stride;
-
- vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
- attribute_stride += sizeof(float) * 2;
- buffer = s->attribute_buffer;
-
- } break;
- case RS::ARRAY_TEX_UV2: {
- vd.offset = attribute_stride;
-
- vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
- attribute_stride += sizeof(float) * 2;
- buffer = s->attribute_buffer;
- } break;
- case RS::ARRAY_CUSTOM0:
- case RS::ARRAY_CUSTOM1:
- case RS::ARRAY_CUSTOM2:
- case RS::ARRAY_CUSTOM3: {
- vd.offset = attribute_stride;
-
- int idx = i - RS::ARRAY_CUSTOM0;
- uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
- uint32_t fmt = (s->format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
- uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
- RD::DataFormat fmtrd[RS::ARRAY_CUSTOM_MAX] = { RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::DATA_FORMAT_R8G8B8A8_SNORM, RD::DATA_FORMAT_R16G16_SFLOAT, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::DATA_FORMAT_R32_SFLOAT, RD::DATA_FORMAT_R32G32_SFLOAT, RD::DATA_FORMAT_R32G32B32_SFLOAT, RD::DATA_FORMAT_R32G32B32A32_SFLOAT };
- vd.format = fmtrd[fmt];
- attribute_stride += fmtsize[fmt];
- buffer = s->attribute_buffer;
- } break;
- case RS::ARRAY_BONES: {
- vd.offset = skin_stride;
-
- vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
- skin_stride += sizeof(int16_t) * 4;
- buffer = s->skin_buffer;
- } break;
- case RS::ARRAY_WEIGHTS: {
- vd.offset = skin_stride;
-
- vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
- skin_stride += sizeof(int16_t) * 4;
- buffer = s->skin_buffer;
- } break;
- }
- }
-
- if (!(p_input_mask & (1 << i))) {
- continue; // Shader does not need this, skip it (but computing stride was important anyway)
- }
-
- attributes.push_back(vd);
- buffers.push_back(buffer);
- }
-
- //update final stride
- for (int i = 0; i < attributes.size(); i++) {
- if (attributes[i].stride == 0) {
- continue; //default location
- }
- int loc = attributes[i].location;
-
- if (loc < RS::ARRAY_COLOR) {
- attributes.write[i].stride = stride;
- } else if (loc < RS::ARRAY_BONES) {
- attributes.write[i].stride = attribute_stride;
- } else {
- attributes.write[i].stride = skin_stride;
- }
- }
-
- v.input_mask = p_input_mask;
- v.vertex_format = RD::get_singleton()->vertex_format_create(attributes);
- v.vertex_array = RD::get_singleton()->vertex_array_create(s->vertex_count, v.vertex_format, buffers);
-}
-
-////////////////// MULTIMESH
-
-RID RendererStorageRD::multimesh_allocate() {
- return multimesh_owner.allocate_rid();
-}
-void RendererStorageRD::multimesh_initialize(RID p_rid) {
- multimesh_owner.initialize_rid(p_rid, MultiMesh());
-}
-
-void RendererStorageRD::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND(!multimesh);
-
- if (multimesh->instances == p_instances && multimesh->xform_format == p_transform_format && multimesh->uses_colors == p_use_colors && multimesh->uses_custom_data == p_use_custom_data) {
- return;
- }
-
- if (multimesh->buffer.is_valid()) {
- RD::get_singleton()->free(multimesh->buffer);
- multimesh->buffer = RID();
- multimesh->uniform_set_2d = RID(); //cleared by dependency
- multimesh->uniform_set_3d = RID(); //cleared by dependency
- }
-
- if (multimesh->data_cache_dirty_regions) {
- memdelete_arr(multimesh->data_cache_dirty_regions);
- multimesh->data_cache_dirty_regions = nullptr;
- multimesh->data_cache_used_dirty_regions = 0;
- }
-
- multimesh->instances = p_instances;
- multimesh->xform_format = p_transform_format;
- multimesh->uses_colors = p_use_colors;
- multimesh->color_offset_cache = p_transform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
- multimesh->uses_custom_data = p_use_custom_data;
- multimesh->custom_data_offset_cache = multimesh->color_offset_cache + (p_use_colors ? 4 : 0);
- multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 4 : 0);
- multimesh->buffer_set = false;
-
- //print_line("allocate, elements: " + itos(p_instances) + " 2D: " + itos(p_transform_format == RS::MULTIMESH_TRANSFORM_2D) + " colors " + itos(multimesh->uses_colors) + " data " + itos(multimesh->uses_custom_data) + " stride " + itos(multimesh->stride_cache) + " total size " + itos(multimesh->stride_cache * multimesh->instances));
- multimesh->data_cache = Vector<float>();
- multimesh->aabb = AABB();
- multimesh->aabb_dirty = false;
- multimesh->visible_instances = MIN(multimesh->visible_instances, multimesh->instances);
-
- if (multimesh->instances) {
- multimesh->buffer = RD::get_singleton()->storage_buffer_create(multimesh->instances * multimesh->stride_cache * 4);
- }
-
- multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MULTIMESH);
-}
-
-int RendererStorageRD::multimesh_get_instance_count(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, 0);
- return multimesh->instances;
-}
-
-void RendererStorageRD::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- if (multimesh->mesh == p_mesh) {
- return;
- }
- multimesh->mesh = p_mesh;
-
- if (multimesh->instances == 0) {
- return;
- }
-
- if (multimesh->data_cache.size()) {
- //we have a data cache, just mark it dirt
- _multimesh_mark_all_dirty(multimesh, false, true);
- } else if (multimesh->instances) {
- //need to re-create AABB unfortunately, calling this has a penalty
- if (multimesh->buffer_set) {
- Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
- const uint8_t *r = buffer.ptr();
- const float *data = (const float *)r;
- _multimesh_re_create_aabb(multimesh, data, multimesh->instances);
- }
- }
-
- multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
-}
-
-#define MULTIMESH_DIRTY_REGION_SIZE 512
-
-void RendererStorageRD::_multimesh_make_local(MultiMesh *multimesh) const {
- if (multimesh->data_cache.size() > 0) {
- return; //already local
- }
- ERR_FAIL_COND(multimesh->data_cache.size() > 0);
- // this means that the user wants to load/save individual elements,
- // for this, the data must reside on CPU, so just copy it there.
- multimesh->data_cache.resize(multimesh->instances * multimesh->stride_cache);
- {
- float *w = multimesh->data_cache.ptrw();
-
- if (multimesh->buffer_set) {
- Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
- {
- const uint8_t *r = buffer.ptr();
- memcpy(w, r, buffer.size());
- }
- } else {
- memset(w, 0, multimesh->instances * multimesh->stride_cache * sizeof(float));
- }
- }
- uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
- multimesh->data_cache_dirty_regions = memnew_arr(bool, data_cache_dirty_region_count);
- for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
- multimesh->data_cache_dirty_regions[i] = false;
- }
- multimesh->data_cache_used_dirty_regions = 0;
-}
-
-void RendererStorageRD::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) {
- uint32_t region_index = p_index / MULTIMESH_DIRTY_REGION_SIZE;
-#ifdef DEBUG_ENABLED
- uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
- ERR_FAIL_UNSIGNED_INDEX(region_index, data_cache_dirty_region_count); //bug
-#endif
- if (!multimesh->data_cache_dirty_regions[region_index]) {
- multimesh->data_cache_dirty_regions[region_index] = true;
- multimesh->data_cache_used_dirty_regions++;
- }
-
- if (p_aabb) {
- multimesh->aabb_dirty = true;
- }
-
- if (!multimesh->dirty) {
- multimesh->dirty_list = multimesh_dirty_list;
- multimesh_dirty_list = multimesh;
- multimesh->dirty = true;
- }
-}
-
-void RendererStorageRD::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb) {
- if (p_data) {
- uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
-
- for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
- if (!multimesh->data_cache_dirty_regions[i]) {
- multimesh->data_cache_dirty_regions[i] = true;
- multimesh->data_cache_used_dirty_regions++;
- }
- }
- }
-
- if (p_aabb) {
- multimesh->aabb_dirty = true;
- }
-
- if (!multimesh->dirty) {
- multimesh->dirty_list = multimesh_dirty_list;
- multimesh_dirty_list = multimesh;
- multimesh->dirty = true;
- }
-}
-
-void RendererStorageRD::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) {
- ERR_FAIL_COND(multimesh->mesh.is_null());
- AABB aabb;
- AABB mesh_aabb = mesh_get_aabb(multimesh->mesh);
- for (int i = 0; i < p_instances; i++) {
- const float *data = p_data + multimesh->stride_cache * i;
- Transform3D t;
-
- if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
- t.basis.elements[0][0] = data[0];
- t.basis.elements[0][1] = data[1];
- t.basis.elements[0][2] = data[2];
- t.origin.x = data[3];
- t.basis.elements[1][0] = data[4];
- t.basis.elements[1][1] = data[5];
- t.basis.elements[1][2] = data[6];
- t.origin.y = data[7];
- t.basis.elements[2][0] = data[8];
- t.basis.elements[2][1] = data[9];
- t.basis.elements[2][2] = data[10];
- t.origin.z = data[11];
-
- } else {
- t.basis.elements[0].x = data[0];
- t.basis.elements[1].x = data[1];
- t.origin.x = data[3];
-
- t.basis.elements[0].y = data[4];
- t.basis.elements[1].y = data[5];
- t.origin.y = data[7];
- }
-
- if (i == 0) {
- aabb = t.xform(mesh_aabb);
- } else {
- aabb.merge_with(t.xform(mesh_aabb));
- }
- }
-
- multimesh->aabb = aabb;
-}
-
-void RendererStorageRD::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- ERR_FAIL_INDEX(p_index, multimesh->instances);
- ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D);
-
- _multimesh_make_local(multimesh);
-
- {
- float *w = multimesh->data_cache.ptrw();
-
- float *dataptr = w + p_index * multimesh->stride_cache;
-
- dataptr[0] = p_transform.basis.elements[0][0];
- dataptr[1] = p_transform.basis.elements[0][1];
- dataptr[2] = p_transform.basis.elements[0][2];
- dataptr[3] = p_transform.origin.x;
- dataptr[4] = p_transform.basis.elements[1][0];
- dataptr[5] = p_transform.basis.elements[1][1];
- dataptr[6] = p_transform.basis.elements[1][2];
- dataptr[7] = p_transform.origin.y;
- dataptr[8] = p_transform.basis.elements[2][0];
- dataptr[9] = p_transform.basis.elements[2][1];
- dataptr[10] = p_transform.basis.elements[2][2];
- dataptr[11] = p_transform.origin.z;
- }
-
- _multimesh_mark_dirty(multimesh, p_index, true);
-}
-
-void RendererStorageRD::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- ERR_FAIL_INDEX(p_index, multimesh->instances);
- ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D);
-
- _multimesh_make_local(multimesh);
-
- {
- float *w = multimesh->data_cache.ptrw();
-
- float *dataptr = w + p_index * multimesh->stride_cache;
-
- dataptr[0] = p_transform.elements[0][0];
- dataptr[1] = p_transform.elements[1][0];
- dataptr[2] = 0;
- dataptr[3] = p_transform.elements[2][0];
- dataptr[4] = p_transform.elements[0][1];
- dataptr[5] = p_transform.elements[1][1];
- dataptr[6] = 0;
- dataptr[7] = p_transform.elements[2][1];
- }
-
- _multimesh_mark_dirty(multimesh, p_index, true);
-}
-
-void RendererStorageRD::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- ERR_FAIL_INDEX(p_index, multimesh->instances);
- ERR_FAIL_COND(!multimesh->uses_colors);
-
- _multimesh_make_local(multimesh);
-
- {
- float *w = multimesh->data_cache.ptrw();
-
- float *dataptr = w + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
-
- dataptr[0] = p_color.r;
- dataptr[1] = p_color.g;
- dataptr[2] = p_color.b;
- dataptr[3] = p_color.a;
- }
-
- _multimesh_mark_dirty(multimesh, p_index, false);
-}
-
-void RendererStorageRD::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- ERR_FAIL_INDEX(p_index, multimesh->instances);
- ERR_FAIL_COND(!multimesh->uses_custom_data);
-
- _multimesh_make_local(multimesh);
-
- {
- float *w = multimesh->data_cache.ptrw();
-
- float *dataptr = w + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
-
- dataptr[0] = p_color.r;
- dataptr[1] = p_color.g;
- dataptr[2] = p_color.b;
- dataptr[3] = p_color.a;
- }
-
- _multimesh_mark_dirty(multimesh, p_index, false);
-}
-
-RID RendererStorageRD::multimesh_get_mesh(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, RID());
-
- return multimesh->mesh;
-}
-
-Transform3D RendererStorageRD::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, Transform3D());
- ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform3D());
- ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D, Transform3D());
-
- _multimesh_make_local(multimesh);
-
- Transform3D t;
- {
- const float *r = multimesh->data_cache.ptr();
-
- const float *dataptr = r + p_index * multimesh->stride_cache;
-
- t.basis.elements[0][0] = dataptr[0];
- t.basis.elements[0][1] = dataptr[1];
- t.basis.elements[0][2] = dataptr[2];
- t.origin.x = dataptr[3];
- t.basis.elements[1][0] = dataptr[4];
- t.basis.elements[1][1] = dataptr[5];
- t.basis.elements[1][2] = dataptr[6];
- t.origin.y = dataptr[7];
- t.basis.elements[2][0] = dataptr[8];
- t.basis.elements[2][1] = dataptr[9];
- t.basis.elements[2][2] = dataptr[10];
- t.origin.z = dataptr[11];
- }
-
- return t;
-}
-
-Transform2D RendererStorageRD::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, Transform2D());
- ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform2D());
- ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D, Transform2D());
-
- _multimesh_make_local(multimesh);
-
- Transform2D t;
- {
- const float *r = multimesh->data_cache.ptr();
-
- const float *dataptr = r + p_index * multimesh->stride_cache;
-
- t.elements[0][0] = dataptr[0];
- t.elements[1][0] = dataptr[1];
- t.elements[2][0] = dataptr[3];
- t.elements[0][1] = dataptr[4];
- t.elements[1][1] = dataptr[5];
- t.elements[2][1] = dataptr[7];
- }
-
- return t;
-}
-
-Color RendererStorageRD::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, Color());
- ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
- ERR_FAIL_COND_V(!multimesh->uses_colors, Color());
-
- _multimesh_make_local(multimesh);
-
- Color c;
- {
- const float *r = multimesh->data_cache.ptr();
-
- const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
-
- c.r = dataptr[0];
- c.g = dataptr[1];
- c.b = dataptr[2];
- c.a = dataptr[3];
- }
-
- return c;
-}
-
-Color RendererStorageRD::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, Color());
- ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
- ERR_FAIL_COND_V(!multimesh->uses_custom_data, Color());
-
- _multimesh_make_local(multimesh);
-
- Color c;
- {
- const float *r = multimesh->data_cache.ptr();
-
- const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
-
- c.r = dataptr[0];
- c.g = dataptr[1];
- c.b = dataptr[2];
- c.a = dataptr[3];
- }
-
- return c;
-}
-
-void RendererStorageRD::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
-
- {
- const float *r = p_buffer.ptr();
- RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r);
- multimesh->buffer_set = true;
- }
-
- if (multimesh->data_cache.size()) {
- //if we have a data cache, just update it
- multimesh->data_cache = p_buffer;
- {
- //clear dirty since nothing will be dirty anymore
- uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
- for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
- multimesh->data_cache_dirty_regions[i] = false;
- }
- multimesh->data_cache_used_dirty_regions = 0;
- }
-
- _multimesh_mark_all_dirty(multimesh, false, true); //update AABB
- } else if (multimesh->mesh.is_valid()) {
- //if we have a mesh set, we need to re-generate the AABB from the new data
- const float *data = p_buffer.ptr();
-
- _multimesh_re_create_aabb(multimesh, data, multimesh->instances);
- multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
- }
-}
-
-Vector<float> RendererStorageRD::multimesh_get_buffer(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, Vector<float>());
- if (multimesh->buffer.is_null()) {
- return Vector<float>();
- } else if (multimesh->data_cache.size()) {
- return multimesh->data_cache;
- } else {
- //get from memory
-
- Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
- Vector<float> ret;
- ret.resize(multimesh->instances * multimesh->stride_cache);
- {
- float *w = ret.ptrw();
- const uint8_t *r = buffer.ptr();
- memcpy(w, r, buffer.size());
- }
-
- return ret;
- }
-}
-
-void RendererStorageRD::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- ERR_FAIL_COND(p_visible < -1 || p_visible > multimesh->instances);
- if (multimesh->visible_instances == p_visible) {
- return;
- }
-
- if (multimesh->data_cache.size()) {
- //there is a data cache..
- _multimesh_mark_all_dirty(multimesh, false, true);
- }
-
- multimesh->visible_instances = p_visible;
-
- multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
-}
-
-int RendererStorageRD::multimesh_get_visible_instances(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, 0);
- return multimesh->visible_instances;
-}
-
-AABB RendererStorageRD::multimesh_get_aabb(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, AABB());
- if (multimesh->aabb_dirty) {
- const_cast<RendererStorageRD *>(this)->_update_dirty_multimeshes();
- }
- return multimesh->aabb;
-}
-
-void RendererStorageRD::_update_dirty_multimeshes() {
- while (multimesh_dirty_list) {
- MultiMesh *multimesh = multimesh_dirty_list;
-
- if (multimesh->data_cache.size()) { //may have been cleared, so only process if it exists
- const float *data = multimesh->data_cache.ptr();
-
- uint32_t visible_instances = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances;
-
- if (multimesh->data_cache_used_dirty_regions) {
- uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
- uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
-
- uint32_t region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float);
-
- if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) {
- //if there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much
- RD::get_singleton()->buffer_update(multimesh->buffer, 0, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data);
- } else {
- //not that many regions? update them all
- for (uint32_t i = 0; i < visible_region_count; i++) {
- if (multimesh->data_cache_dirty_regions[i]) {
- uint64_t offset = i * region_size;
- uint64_t size = multimesh->stride_cache * multimesh->instances * sizeof(float);
- RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size]);
- }
- }
- }
-
- for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
- multimesh->data_cache_dirty_regions[i] = false;
- }
-
- multimesh->data_cache_used_dirty_regions = 0;
- }
-
- if (multimesh->aabb_dirty) {
- //aabb is dirty..
- _multimesh_re_create_aabb(multimesh, data, visible_instances);
- multimesh->aabb_dirty = false;
- multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
- }
- }
-
- multimesh_dirty_list = multimesh->dirty_list;
-
- multimesh->dirty_list = nullptr;
- multimesh->dirty = false;
- }
-
- multimesh_dirty_list = nullptr;
-}
-
-/* PARTICLES */
-
-RID RendererStorageRD::particles_allocate() {
- return particles_owner.allocate_rid();
-}
-void RendererStorageRD::particles_initialize(RID p_rid) {
- particles_owner.initialize_rid(p_rid, Particles());
-}
-
-void RendererStorageRD::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- if (particles->mode == p_mode) {
- return;
- }
-
- _particles_free_data(particles);
-
- particles->mode = p_mode;
-}
-
-void RendererStorageRD::particles_set_emitting(RID p_particles, bool p_emitting) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->emitting = p_emitting;
-}
-
-bool RendererStorageRD::particles_get_emitting(RID p_particles) {
- ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, false);
-
- return particles->emitting;
-}
-
-void RendererStorageRD::_particles_free_data(Particles *particles) {
- if (particles->particle_buffer.is_valid()) {
- RD::get_singleton()->free(particles->particle_buffer);
- particles->particle_buffer = RID();
- RD::get_singleton()->free(particles->particle_instance_buffer);
- particles->particle_instance_buffer = RID();
- }
-
- if (particles->frame_params_buffer.is_valid()) {
- RD::get_singleton()->free(particles->frame_params_buffer);
- particles->frame_params_buffer = RID();
- }
- particles->particles_transforms_buffer_uniform_set = RID();
-
- if (RD::get_singleton()->uniform_set_is_valid(particles->trail_bind_pose_uniform_set)) {
- RD::get_singleton()->free(particles->trail_bind_pose_uniform_set);
- }
- particles->trail_bind_pose_uniform_set = RID();
-
- if (particles->trail_bind_pose_buffer.is_valid()) {
- RD::get_singleton()->free(particles->trail_bind_pose_buffer);
- particles->trail_bind_pose_buffer = RID();
- }
- if (RD::get_singleton()->uniform_set_is_valid(particles->collision_textures_uniform_set)) {
- RD::get_singleton()->free(particles->collision_textures_uniform_set);
- }
- particles->collision_textures_uniform_set = RID();
-
- if (particles->particles_sort_buffer.is_valid()) {
- RD::get_singleton()->free(particles->particles_sort_buffer);
- particles->particles_sort_buffer = RID();
- particles->particles_sort_uniform_set = RID();
- }
-
- if (particles->emission_buffer != nullptr) {
- particles->emission_buffer = nullptr;
- particles->emission_buffer_data.clear();
- RD::get_singleton()->free(particles->emission_storage_buffer);
- particles->emission_storage_buffer = RID();
- }
-
- if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
- //will need to be re-created
- RD::get_singleton()->free(particles->particles_material_uniform_set);
- }
- particles->particles_material_uniform_set = RID();
-}
-
-void RendererStorageRD::particles_set_amount(RID p_particles, int p_amount) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- if (particles->amount == p_amount) {
- return;
- }
-
- _particles_free_data(particles);
-
- particles->amount = p_amount;
-
- particles->prev_ticks = 0;
- particles->phase = 0;
- particles->prev_phase = 0;
- particles->clear = true;
-
- particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
-}
-
-void RendererStorageRD::particles_set_lifetime(RID p_particles, double p_lifetime) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- particles->lifetime = p_lifetime;
-}
-
-void RendererStorageRD::particles_set_one_shot(RID p_particles, bool p_one_shot) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- particles->one_shot = p_one_shot;
-}
-
-void RendererStorageRD::particles_set_pre_process_time(RID p_particles, double p_time) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- particles->pre_process_time = p_time;
-}
-void RendererStorageRD::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- particles->explosiveness = p_ratio;
-}
-void RendererStorageRD::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- particles->randomness = p_ratio;
-}
-
-void RendererStorageRD::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- particles->custom_aabb = p_aabb;
- particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
-
-void RendererStorageRD::particles_set_speed_scale(RID p_particles, double p_scale) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->speed_scale = p_scale;
-}
-void RendererStorageRD::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->use_local_coords = p_enable;
-}
-
-void RendererStorageRD::particles_set_fixed_fps(RID p_particles, int p_fps) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->fixed_fps = p_fps;
-
- _particles_free_data(particles);
-
- particles->prev_ticks = 0;
- particles->phase = 0;
- particles->prev_phase = 0;
- particles->clear = true;
-
- particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
-}
-
-void RendererStorageRD::particles_set_interpolate(RID p_particles, bool p_enable) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->interpolate = p_enable;
-}
-
-void RendererStorageRD::particles_set_fractional_delta(RID p_particles, bool p_enable) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->fractional_delta = p_enable;
-}
-
-void RendererStorageRD::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- ERR_FAIL_COND(p_length < 0.1);
- p_length = MIN(10.0, p_length);
-
- particles->trails_enabled = p_enable;
- particles->trail_length = p_length;
-
- _particles_free_data(particles);
-
- particles->prev_ticks = 0;
- particles->phase = 0;
- particles->prev_phase = 0;
- particles->clear = true;
-
- particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
-}
-
-void RendererStorageRD::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses.size() != p_bind_poses.size()) {
- _particles_free_data(particles);
-
- particles->prev_ticks = 0;
- particles->phase = 0;
- particles->prev_phase = 0;
- particles->clear = true;
- }
- particles->trail_bind_poses = p_bind_poses;
- particles->trail_bind_poses_dirty = true;
-
- particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
-}
-
-void RendererStorageRD::particles_set_collision_base_size(RID p_particles, real_t p_size) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->collision_base_size = p_size;
-}
-
-void RendererStorageRD::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->transform_align = p_transform_align;
-}
-
-void RendererStorageRD::particles_set_process_material(RID p_particles, RID p_material) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->process_material = p_material;
-}
-
-void RendererStorageRD::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->draw_order = p_order;
-}
-
-void RendererStorageRD::particles_set_draw_passes(RID p_particles, int p_passes) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->draw_passes.resize(p_passes);
-}
-
-void RendererStorageRD::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
- particles->draw_passes.write[p_pass] = p_mesh;
-}
-
-void RendererStorageRD::particles_restart(RID p_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->restart_request = true;
-}
-
-void RendererStorageRD::_particles_allocate_emission_buffer(Particles *particles) {
- ERR_FAIL_COND(particles->emission_buffer != nullptr);
-
- particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4);
- memset(particles->emission_buffer_data.ptrw(), 0, particles->emission_buffer_data.size());
- particles->emission_buffer = (ParticleEmissionBuffer *)particles->emission_buffer_data.ptrw();
- particles->emission_buffer->particle_max = particles->amount;
-
- particles->emission_storage_buffer = RD::get_singleton()->storage_buffer_create(particles->emission_buffer_data.size(), particles->emission_buffer_data);
-
- if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
- //will need to be re-created
- RD::get_singleton()->free(particles->particles_material_uniform_set);
- particles->particles_material_uniform_set = RID();
- }
-}
-
-void RendererStorageRD::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- ERR_FAIL_COND(p_particles == p_subemitter_particles);
-
- particles->sub_emitter = p_subemitter_particles;
-
- if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
- RD::get_singleton()->free(particles->particles_material_uniform_set);
- particles->particles_material_uniform_set = RID(); //clear and force to re create sub emitting
- }
-}
-
-void RendererStorageRD::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- ERR_FAIL_COND(particles->amount == 0);
-
- if (particles->emitting) {
- particles->clear = true;
- particles->emitting = false;
- }
-
- if (particles->emission_buffer == nullptr) {
- _particles_allocate_emission_buffer(particles);
- }
-
- if (particles->inactive) {
- //in case it was inactive, make active again
- particles->inactive = false;
- particles->inactive_time = 0;
- }
-
- int32_t idx = particles->emission_buffer->particle_count;
- if (idx < particles->emission_buffer->particle_max) {
- store_transform(p_transform, particles->emission_buffer->data[idx].xform);
-
- particles->emission_buffer->data[idx].velocity[0] = p_velocity.x;
- particles->emission_buffer->data[idx].velocity[1] = p_velocity.y;
- particles->emission_buffer->data[idx].velocity[2] = p_velocity.z;
-
- particles->emission_buffer->data[idx].custom[0] = p_custom.r;
- particles->emission_buffer->data[idx].custom[1] = p_custom.g;
- particles->emission_buffer->data[idx].custom[2] = p_custom.b;
- particles->emission_buffer->data[idx].custom[3] = p_custom.a;
-
- particles->emission_buffer->data[idx].color[0] = p_color.r;
- particles->emission_buffer->data[idx].color[1] = p_color.g;
- particles->emission_buffer->data[idx].color[2] = p_color.b;
- particles->emission_buffer->data[idx].color[3] = p_color.a;
-
- particles->emission_buffer->data[idx].flags = p_emit_flags;
- particles->emission_buffer->particle_count++;
- }
-}
-
-void RendererStorageRD::particles_request_process(RID p_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- if (!particles->dirty) {
- particles->dirty = true;
- particles->update_list = particle_update_list;
- particle_update_list = particles;
- }
-}
-
-AABB RendererStorageRD::particles_get_current_aabb(RID p_particles) {
- if (RSG::threaded) {
- WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care.");
- }
-
- const Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, AABB());
-
- int total_amount = particles->amount;
- if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
- total_amount *= particles->trail_bind_poses.size();
- }
-
- Vector<ParticleData> data;
- data.resize(total_amount);
-
- Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer);
-
- Transform3D inv = particles->emission_transform.affine_inverse();
-
- AABB aabb;
- if (buffer.size()) {
- bool first = true;
-
- const ParticleData *particle_data = (const ParticleData *)data.ptr();
- for (int i = 0; i < total_amount; i++) {
- if (particle_data[i].active) {
- Vector3 pos = Vector3(particle_data[i].xform[12], particle_data[i].xform[13], particle_data[i].xform[14]);
- if (!particles->use_local_coords) {
- pos = inv.xform(pos);
- }
- if (first) {
- aabb.position = pos;
- first = false;
- } else {
- aabb.expand_to(pos);
- }
- }
- }
- }
-
- float longest_axis_size = 0;
- for (int i = 0; i < particles->draw_passes.size(); i++) {
- if (particles->draw_passes[i].is_valid()) {
- AABB maabb = mesh_get_aabb(particles->draw_passes[i], RID());
- longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size);
- }
- }
-
- aabb.grow_by(longest_axis_size);
-
- return aabb;
-}
-
-AABB RendererStorageRD::particles_get_aabb(RID p_particles) const {
- const Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, AABB());
-
- return particles->custom_aabb;
-}
-
-void RendererStorageRD::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- particles->emission_transform = p_transform;
-}
-
-int RendererStorageRD::particles_get_draw_passes(RID p_particles) const {
- const Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, 0);
-
- return particles->draw_passes.size();
-}
-
-RID RendererStorageRD::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
- const Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, RID());
- ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
-
- return particles->draw_passes[p_pass];
-}
-
-void RendererStorageRD::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- particles->collisions.insert(p_particles_collision_instance);
-}
-
-void RendererStorageRD::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- particles->collisions.erase(p_particles_collision_instance);
-}
-
-void RendererStorageRD::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
- particles->has_sdf_collision = p_enable;
- particles->sdf_collision_transform = p_xform;
- particles->sdf_collision_to_screen = p_to_screen;
- particles->sdf_collision_texture = p_texture;
-}
-
-void RendererStorageRD::_particles_process(Particles *p_particles, double p_delta) {
- if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(p_particles->frame_params_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(p_particles->particle_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- if (p_particles->emission_storage_buffer.is_valid()) {
- u.ids.push_back(p_particles->emission_storage_buffer);
- } else {
- u.ids.push_back(default_rd_storage_buffer);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 3;
- Particles *sub_emitter = particles_owner.getornull(p_particles->sub_emitter);
- if (sub_emitter) {
- if (sub_emitter->emission_buffer == nullptr) { //no emission buffer, allocate emission buffer
- _particles_allocate_emission_buffer(sub_emitter);
- }
- u.ids.push_back(sub_emitter->emission_storage_buffer);
- } else {
- u.ids.push_back(default_rd_storage_buffer);
- }
- uniforms.push_back(u);
- }
-
- p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1);
- }
-
- double new_phase = Math::fmod((double)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
-
- //move back history (if there is any)
- for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) {
- p_particles->frame_history[i] = p_particles->frame_history[i - 1];
- }
- //update current frame
- ParticlesFrameParams &frame_params = p_particles->frame_history[0];
-
- if (p_particles->clear) {
- p_particles->cycle_number = 0;
- p_particles->random_seed = Math::rand();
- } else if (new_phase < p_particles->phase) {
- if (p_particles->one_shot) {
- p_particles->emitting = false;
- }
- p_particles->cycle_number++;
- }
-
- frame_params.emitting = p_particles->emitting;
- frame_params.system_phase = new_phase;
- frame_params.prev_system_phase = p_particles->phase;
-
- p_particles->phase = new_phase;
-
- frame_params.time = RendererCompositorRD::singleton->get_total_time();
- frame_params.delta = p_delta * p_particles->speed_scale;
- frame_params.random_seed = p_particles->random_seed;
- frame_params.explosiveness = p_particles->explosiveness;
- frame_params.randomness = p_particles->randomness;
-
- if (p_particles->use_local_coords) {
- store_transform(Transform3D(), frame_params.emission_transform);
- } else {
- store_transform(p_particles->emission_transform, frame_params.emission_transform);
- }
-
- frame_params.cycle = p_particles->cycle_number;
- frame_params.frame = p_particles->frame_counter++;
- frame_params.pad0 = 0;
- frame_params.pad1 = 0;
- frame_params.pad2 = 0;
-
- { //collision and attractors
-
- frame_params.collider_count = 0;
- frame_params.attractor_count = 0;
- frame_params.particle_size = p_particles->collision_base_size;
-
- RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
- RID collision_heightmap_texture;
-
- Transform3D to_particles;
- if (p_particles->use_local_coords) {
- to_particles = p_particles->emission_transform.affine_inverse();
- }
-
- if (p_particles->has_sdf_collision && RD::get_singleton()->texture_is_valid(p_particles->sdf_collision_texture)) {
- //2D collision
-
- Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand
- Transform2D revert = xform.affine_inverse();
- frame_params.collider_count = 1;
- frame_params.colliders[0].transform[0] = xform.elements[0][0];
- frame_params.colliders[0].transform[1] = xform.elements[0][1];
- frame_params.colliders[0].transform[2] = 0;
- frame_params.colliders[0].transform[3] = xform.elements[2][0];
-
- frame_params.colliders[0].transform[4] = xform.elements[1][0];
- frame_params.colliders[0].transform[5] = xform.elements[1][1];
- frame_params.colliders[0].transform[6] = 0;
- frame_params.colliders[0].transform[7] = xform.elements[2][1];
-
- frame_params.colliders[0].transform[8] = revert.elements[0][0];
- frame_params.colliders[0].transform[9] = revert.elements[0][1];
- frame_params.colliders[0].transform[10] = 0;
- frame_params.colliders[0].transform[11] = revert.elements[2][0];
-
- frame_params.colliders[0].transform[12] = revert.elements[1][0];
- frame_params.colliders[0].transform[13] = revert.elements[1][1];
- frame_params.colliders[0].transform[14] = 0;
- frame_params.colliders[0].transform[15] = revert.elements[2][1];
-
- frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
- frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
- frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
- frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
- frame_params.colliders[0].texture_index = 0;
- frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
-
- collision_heightmap_texture = p_particles->sdf_collision_texture;
-
- //replace in all other history frames where used because parameters are no longer valid if screen moves
- for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) {
- if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
- p_particles->frame_history[i].colliders[0] = frame_params.colliders[0];
- }
- }
- }
-
- uint32_t collision_3d_textures_used = 0;
- for (const Set<RID>::Element *E = p_particles->collisions.front(); E; E = E->next()) {
- ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(E->get());
- if (!pci || !pci->active) {
- continue;
- }
- ParticlesCollision *pc = particles_collision_owner.getornull(pci->collision);
- ERR_CONTINUE(!pc);
-
- Transform3D to_collider = pci->transform;
- if (p_particles->use_local_coords) {
- to_collider = to_particles * to_collider;
- }
- Vector3 scale = to_collider.basis.get_scale();
- to_collider.basis.orthonormalize();
-
- if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
- //attractor
- if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
- continue;
- }
-
- ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
-
- store_transform(to_collider, attr.transform);
- attr.strength = pc->attractor_strength;
- attr.attenuation = pc->attractor_attenuation;
- attr.directionality = pc->attractor_directionality;
-
- switch (pc->type) {
- case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
- attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
- float radius = pc->radius;
- radius *= (scale.x + scale.y + scale.z) / 3.0;
- attr.extents[0] = radius;
- attr.extents[1] = radius;
- attr.extents[2] = radius;
- } break;
- case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
- attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
- Vector3 extents = pc->extents * scale;
- attr.extents[0] = extents.x;
- attr.extents[1] = extents.y;
- attr.extents[2] = extents.z;
- } break;
- case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
- if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
- continue;
- }
- attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_VECTOR_FIELD;
- Vector3 extents = pc->extents * scale;
- attr.extents[0] = extents.x;
- attr.extents[1] = extents.y;
- attr.extents[2] = extents.z;
- attr.texture_index = collision_3d_textures_used;
-
- collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
- collision_3d_textures_used++;
- } break;
- default: {
- }
- }
-
- frame_params.attractor_count++;
- } else {
- //collider
- if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
- continue;
- }
-
- ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
-
- store_transform(to_collider, col.transform);
- switch (pc->type) {
- case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
- col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
- float radius = pc->radius;
- radius *= (scale.x + scale.y + scale.z) / 3.0;
- col.extents[0] = radius;
- col.extents[1] = radius;
- col.extents[2] = radius;
- } break;
- case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
- col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
- Vector3 extents = pc->extents * scale;
- col.extents[0] = extents.x;
- col.extents[1] = extents.y;
- col.extents[2] = extents.z;
- } break;
- case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
- if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
- continue;
- }
- col.type = ParticlesFrameParams::COLLISION_TYPE_SDF;
- Vector3 extents = pc->extents * scale;
- col.extents[0] = extents.x;
- col.extents[1] = extents.y;
- col.extents[2] = extents.z;
- col.texture_index = collision_3d_textures_used;
- col.scale = (scale.x + scale.y + scale.z) * 0.333333333333; //non uniform scale non supported
-
- collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
- collision_3d_textures_used++;
- } break;
- case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
- if (collision_heightmap_texture != RID()) { //already taken
- continue;
- }
-
- col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
- Vector3 extents = pc->extents * scale;
- col.extents[0] = extents.x;
- col.extents[1] = extents.y;
- col.extents[2] = extents.z;
- collision_heightmap_texture = pc->heightfield_texture;
- } break;
- default: {
- }
- }
-
- frame_params.collider_count++;
- }
- }
-
- bool different = false;
- if (collision_3d_textures_used == p_particles->collision_3d_textures_used) {
- for (int i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
- if (p_particles->collision_3d_textures[i] != collision_3d_textures[i]) {
- different = true;
- break;
- }
- }
- }
-
- if (collision_heightmap_texture != p_particles->collision_heightmap_texture) {
- different = true;
- }
-
- bool uniform_set_valid = RD::get_singleton()->uniform_set_is_valid(p_particles->collision_textures_uniform_set);
-
- if (different || !uniform_set_valid) {
- if (uniform_set_valid) {
- RD::get_singleton()->free(p_particles->collision_textures_uniform_set);
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
- RID rd_tex;
- if (i < collision_3d_textures_used) {
- Texture *t = texture_owner.getornull(collision_3d_textures[i]);
- if (t && t->type == Texture::TYPE_3D) {
- rd_tex = t->rd_texture;
- }
- }
-
- if (rd_tex == RID()) {
- rd_tex = default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE];
- }
- u.ids.push_back(rd_tex);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- if (collision_heightmap_texture.is_valid()) {
- u.ids.push_back(collision_heightmap_texture);
- } else {
- u.ids.push_back(default_rd_textures[DEFAULT_RD_TEXTURE_BLACK]);
- }
- uniforms.push_back(u);
- }
- p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2);
- }
- }
-
- ParticlesShader::PushConstant push_constant;
-
- int process_amount = p_particles->amount;
-
- if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
- process_amount *= p_particles->trail_bind_poses.size();
- }
- push_constant.clear = p_particles->clear;
- push_constant.total_particles = p_particles->amount;
- push_constant.lifetime = p_particles->lifetime;
- push_constant.trail_size = p_particles->trail_params.size();
- push_constant.use_fractional_delta = p_particles->fractional_delta;
- push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit);
- push_constant.trail_pass = false;
-
- p_particles->force_sub_emit = false; //reset
-
- Particles *sub_emitter = particles_owner.getornull(p_particles->sub_emitter);
-
- if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) {
- // print_line("updating subemitter buffer");
- int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 };
- RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero);
- push_constant.can_emit = true;
-
- if (sub_emitter->emitting) {
- sub_emitter->emitting = false;
- sub_emitter->clear = true; //will need to clear if it was emitting, sorry
- }
- //make sure the sub emitter processes particles too
- sub_emitter->inactive = false;
- sub_emitter->inactive_time = 0;
-
- sub_emitter->force_sub_emit = true;
-
- } else {
- push_constant.can_emit = false;
- }
-
- if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) {
- RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer);
- p_particles->emission_buffer->particle_count = 0;
- }
-
- p_particles->clear = false;
-
- if (p_particles->trail_params.size() > 1) {
- //fill the trail params
- for (uint32_t i = 0; i < p_particles->trail_params.size(); i++) {
- uint32_t src_idx = i * p_particles->frame_history.size() / p_particles->trail_params.size();
- p_particles->trail_params[i] = p_particles->frame_history[src_idx];
- }
- } else {
- p_particles->trail_params[0] = p_particles->frame_history[0];
- }
-
- RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr());
-
- ParticlesMaterialData *m = (ParticlesMaterialData *)material_get_data(p_particles->process_material, SHADER_TYPE_PARTICLES);
- if (!m) {
- m = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, SHADER_TYPE_PARTICLES);
- }
-
- ERR_FAIL_COND(!m);
-
- p_particles->has_collision_cache = m->shader_data->uses_collision;
-
- //todo should maybe compute all particle systems together?
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2);
-
- if (m->uniform_set.is_valid()) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3);
- }
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
-
- if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
- //trails requires two passes in order to catch particle starts
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount / p_particles->trail_bind_poses.size(), 1, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- push_constant.trail_pass = true;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount - p_particles->amount, 1, 1);
- } else {
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount, 1, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RendererStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND(!particles);
-
- if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
- return;
- }
-
- if (particles->particle_buffer.is_null()) {
- return; //particles have not processed yet
- }
-
- bool do_sort = particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH;
-
- //copy to sort buffer
- if (do_sort && particles->particles_sort_buffer == RID()) {
- uint32_t size = particles->amount;
- if (size & 1) {
- size++; //make multiple of 16
- }
- size *= sizeof(float) * 2;
- particles->particles_sort_buffer = RD::get_singleton()->storage_buffer_create(size);
-
- {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(particles->particles_sort_buffer);
- uniforms.push_back(u);
- }
-
- particles->particles_sort_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, ParticlesShader::COPY_MODE_FILL_SORT_BUFFER), 1);
- }
- }
-
- ParticlesShader::CopyPushConstant copy_push_constant;
-
- if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
- int fixed_fps = 60.0;
- if (particles->fixed_fps > 0) {
- fixed_fps = particles->fixed_fps;
- }
-
- copy_push_constant.trail_size = particles->trail_bind_poses.size();
- copy_push_constant.trail_total = particles->frame_history.size();
- copy_push_constant.frame_delta = 1.0 / fixed_fps;
- } else {
- copy_push_constant.trail_size = 1;
- copy_push_constant.trail_total = 1;
- copy_push_constant.frame_delta = 0.0;
- }
-
- copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
- copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
- copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
-
- copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
- copy_push_constant.total_particles = particles->amount;
-
- Vector3 axis = -p_axis; // cameras look to z negative
-
- if (particles->use_local_coords) {
- axis = particles->emission_transform.basis.xform_inv(axis).normalized();
- }
-
- copy_push_constant.sort_direction[0] = axis.x;
- copy_push_constant.sort_direction[1] = axis.y;
- copy_push_constant.sort_direction[2] = axis.z;
-
- copy_push_constant.align_up[0] = p_up_axis.x;
- copy_push_constant.align_up[1] = p_up_axis.y;
- copy_push_constant.align_up[2] = p_up_axis.z;
-
- copy_push_constant.align_mode = particles->transform_align;
-
- if (do_sort) {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
-
- RD::get_singleton()->compute_list_end();
- effects->sort_buffer(particles->particles_sort_uniform_set, particles->amount);
- }
-
- copy_push_constant.total_particles *= copy_push_constant.total_particles;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[do_sort ? ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER : (particles->mode == RS::PARTICLES_MODE_2D ? ParticlesShader::COPY_MODE_FILL_INSTANCES_2D : ParticlesShader::COPY_MODE_FILL_INSTANCES)]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
- if (do_sort) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, copy_push_constant.total_particles, 1, 1);
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RendererStorageRD::_particles_update_buffers(Particles *particles) {
- if (particles->amount > 0 && particles->particle_buffer.is_null()) {
- int total_amount = particles->amount;
- if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
- total_amount *= particles->trail_bind_poses.size();
- }
-
- uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
-
- particles->particle_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticleData) * total_amount);
-
- particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount);
- //needs to clear it
-
- {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(particles->particle_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.ids.push_back(particles->particle_instance_buffer);
- uniforms.push_back(u);
- }
-
- particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0);
- }
- }
-}
-void RendererStorageRD::update_particles() {
- while (particle_update_list) {
- //use transform feedback to process particles
-
- Particles *particles = particle_update_list;
-
- //take and remove
- particle_update_list = particles->update_list;
- particles->update_list = nullptr;
- particles->dirty = false;
-
- _particles_update_buffers(particles);
-
- if (particles->restart_request) {
- particles->prev_ticks = 0;
- particles->phase = 0;
- particles->prev_phase = 0;
- particles->clear = true;
- particles->restart_request = false;
- }
-
- if (particles->inactive && !particles->emitting) {
- //go next
- continue;
- }
-
- if (particles->emitting) {
- if (particles->inactive) {
- //restart system from scratch
- particles->prev_ticks = 0;
- particles->phase = 0;
- particles->prev_phase = 0;
- particles->clear = true;
- }
- particles->inactive = false;
- particles->inactive_time = 0;
- } else {
- particles->inactive_time += particles->speed_scale * RendererCompositorRD::singleton->get_frame_delta_time();
- if (particles->inactive_time > particles->lifetime * 1.2) {
- particles->inactive = true;
- continue;
- }
- }
-
-#ifndef _MSC_VER
-#warning Should use display refresh rate for all this
-#endif
-
- float screen_hz = 60;
-
- int fixed_fps = 0;
- if (particles->fixed_fps > 0) {
- fixed_fps = particles->fixed_fps;
- } else if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
- fixed_fps = screen_hz;
- }
- {
- //update trails
- int history_size = 1;
- int trail_steps = 1;
- if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
- history_size = MAX(1, int(particles->trail_length * fixed_fps));
- trail_steps = particles->trail_bind_poses.size();
- }
-
- if (uint32_t(history_size) != particles->frame_history.size()) {
- particles->frame_history.resize(history_size);
- memset(particles->frame_history.ptr(), 0, sizeof(ParticlesFrameParams) * history_size);
- }
-
- if (uint32_t(trail_steps) != particles->trail_params.size() || particles->frame_params_buffer.is_null()) {
- particles->trail_params.resize(trail_steps);
- if (particles->frame_params_buffer.is_valid()) {
- RD::get_singleton()->free(particles->frame_params_buffer);
- }
- particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * trail_steps);
- }
-
- if (particles->trail_bind_poses.size() > 1 && particles->trail_bind_pose_buffer.is_null()) {
- particles->trail_bind_pose_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 16 * particles->trail_bind_poses.size());
- particles->trail_bind_poses_dirty = true;
- }
-
- if (particles->trail_bind_pose_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- if (particles->trail_bind_pose_buffer.is_valid()) {
- u.ids.push_back(particles->trail_bind_pose_buffer);
- } else {
- u.ids.push_back(default_rd_storage_buffer);
- }
- uniforms.push_back(u);
- }
-
- particles->trail_bind_pose_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 2);
- }
-
- if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses_dirty) {
- if (particles_shader.pose_update_buffer.size() < uint32_t(particles->trail_bind_poses.size()) * 16) {
- particles_shader.pose_update_buffer.resize(particles->trail_bind_poses.size() * 16);
- }
-
- for (int i = 0; i < particles->trail_bind_poses.size(); i++) {
- store_transform(particles->trail_bind_poses[i], &particles_shader.pose_update_buffer[i * 16]);
- }
-
- RD::get_singleton()->buffer_update(particles->trail_bind_pose_buffer, 0, particles->trail_bind_poses.size() * 16 * sizeof(float), particles_shader.pose_update_buffer.ptr());
- }
- }
-
- bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
-
- if (particles->clear && particles->pre_process_time > 0.0) {
- double frame_time;
- if (fixed_fps > 0) {
- frame_time = 1.0 / fixed_fps;
- } else {
- frame_time = 1.0 / 30.0;
- }
-
- double todo = particles->pre_process_time;
-
- while (todo >= 0) {
- _particles_process(particles, frame_time);
- todo -= frame_time;
- }
- }
-
- if (fixed_fps > 0) {
- double frame_time;
- double decr;
- if (zero_time_scale) {
- frame_time = 0.0;
- decr = 1.0 / fixed_fps;
- } else {
- frame_time = 1.0 / fixed_fps;
- decr = frame_time;
- }
- double delta = RendererCompositorRD::singleton->get_frame_delta_time();
- if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
- delta = 0.1;
- } else if (delta <= 0.0) { //unlikely but..
- delta = 0.001;
- }
- double todo = particles->frame_remainder + delta;
-
- while (todo >= frame_time) {
- _particles_process(particles, frame_time);
- todo -= decr;
- }
-
- particles->frame_remainder = todo;
-
- } else {
- if (zero_time_scale) {
- _particles_process(particles, 0.0);
- } else {
- _particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time());
- }
- }
-
- //copy particles to instance buffer
-
- if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
- //does not need view dependent operation, do copy here
- ParticlesShader::CopyPushConstant copy_push_constant;
-
- int total_amount = particles->amount;
- if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
- total_amount *= particles->trail_bind_poses.size();
- }
-
- copy_push_constant.total_particles = total_amount;
- copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
- copy_push_constant.align_mode = particles->transform_align;
- copy_push_constant.align_up[0] = 0;
- copy_push_constant.align_up[1] = 0;
- copy_push_constant.align_up[2] = 0;
-
- if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
- copy_push_constant.trail_size = particles->trail_bind_poses.size();
- copy_push_constant.trail_total = particles->frame_history.size();
- copy_push_constant.frame_delta = 1.0 / fixed_fps;
- } else {
- copy_push_constant.trail_size = 1;
- copy_push_constant.trail_total = 1;
- copy_push_constant.frame_delta = 0.0;
- }
-
- copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
- copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
- copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[particles->mode == RS::PARTICLES_MODE_2D ? ParticlesShader::COPY_MODE_FILL_INSTANCES_2D : ParticlesShader::COPY_MODE_FILL_INSTANCES]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, total_amount, 1, 1);
-
- RD::get_singleton()->compute_list_end();
- }
-
- particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
- }
-}
-
-bool RendererStorageRD::particles_is_inactive(RID p_particles) const {
- ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
- const Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, false);
- return !particles->emitting && particles->inactive;
-}
-
-/* SKY SHADER */
-
-void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
- //compile
-
- code = p_code;
- valid = false;
- ubo_size = 0;
- uniforms.clear();
- uses_collision = false;
-
- if (code == String()) {
- return; //just invalid, but no error
- }
-
- ShaderCompilerRD::GeneratedCode gen_code;
- ShaderCompilerRD::IdentifierActions actions;
- actions.entry_point_stages["start"] = ShaderCompilerRD::STAGE_COMPUTE;
- actions.entry_point_stages["process"] = ShaderCompilerRD::STAGE_COMPUTE;
-
- /*
- uses_time = false;
-
- actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
- actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
-
- actions.usage_flag_pointers["TIME"] = &uses_time;
-*/
-
- actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
-
- actions.uniforms = &uniforms;
-
- Error err = base_singleton->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
- ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
-
- if (version.is_null()) {
- version = base_singleton->particles_shader.shader.version_create();
- }
-
- base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines);
- ERR_FAIL_COND(!base_singleton->particles_shader.shader.version_is_valid(version));
-
- ubo_size = gen_code.uniform_total_size;
- ubo_offsets = gen_code.uniform_offsets;
- texture_uniforms = gen_code.texture_uniforms;
-
- //update pipelines
-
- pipeline = RD::get_singleton()->compute_pipeline_create(base_singleton->particles_shader.shader.version_get_shader(version, 0));
-
- valid = true;
-}
-
-void RendererStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
- if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
- } else {
- default_texture_params[p_name] = p_texture;
- }
-}
-
-void RendererStorageRD::ParticlesShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- Map<int, StringName> order;
-
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
- } else {
- order[E->get().order] = E->key();
- }
- }
-
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
- pi.name = E->get();
- p_param_list->push_back(pi);
- }
-}
-
-void RendererStorageRD::ParticlesShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- RendererStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E->get());
- p.info.name = E->key(); //supply name
- p.index = E->get().instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
- p_param_list->push_back(p);
- }
-}
-
-bool RendererStorageRD::ParticlesShaderData::is_param_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
-bool RendererStorageRD::ParticlesShaderData::is_animated() const {
- return false;
-}
-
-bool RendererStorageRD::ParticlesShaderData::casts_shadows() const {
- return false;
-}
-
-Variant RendererStorageRD::ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const {
- if (uniforms.has(p_parameter)) {
- ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
- Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
- }
- return Variant();
-}
-
-RS::ShaderNativeSourceCode RendererStorageRD::ParticlesShaderData::get_native_source_code() const {
- return base_singleton->particles_shader.shader.version_get_native_source_code(version);
-}
-
-RendererStorageRD::ParticlesShaderData::ParticlesShaderData() {
- valid = false;
-}
-
-RendererStorageRD::ParticlesShaderData::~ParticlesShaderData() {
- //pipeline variants will clear themselves if shader is gone
- if (version.is_valid()) {
- base_singleton->particles_shader.shader.version_free(version);
- }
-}
-
-RendererStorageRD::ShaderData *RendererStorageRD::_create_particles_shader_func() {
- ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
- return shader_data;
-}
-
-bool RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- uniform_set_updated = true;
-
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
-}
-
-RendererStorageRD::ParticlesMaterialData::~ParticlesMaterialData() {
- free_parameters_uniform_set(uniform_set);
-}
-
-RendererStorageRD::MaterialData *RendererStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) {
- ParticlesMaterialData *material_data = memnew(ParticlesMaterialData);
- material_data->shader_data = p_shader;
- material_data->last_frame = false;
- //update will happen later anyway so do nothing.
- return material_data;
-}
-////////
-
-/* PARTICLES COLLISION API */
-
-RID RendererStorageRD::particles_collision_allocate() {
- return particles_collision_owner.allocate_rid();
-}
-void RendererStorageRD::particles_collision_initialize(RID p_rid) {
- particles_collision_owner.initialize_rid(p_rid, ParticlesCollision());
-}
-
-RID RendererStorageRD::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND_V(!particles_collision, RID());
- ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, RID());
-
- if (particles_collision->heightfield_texture == RID()) {
- //create
- int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 };
- Size2i size;
- if (particles_collision->extents.x > particles_collision->extents.z) {
- size.x = resolutions[particles_collision->heightfield_resolution];
- size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x);
- } else {
- size.y = resolutions[particles_collision->heightfield_resolution];
- size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y);
- }
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_D32_SFLOAT;
- tf.width = size.x;
- tf.height = size.y;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
-
- particles_collision->heightfield_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- Vector<RID> fb_tex;
- fb_tex.push_back(particles_collision->heightfield_texture);
- particles_collision->heightfield_fb = RD::get_singleton()->framebuffer_create(fb_tex);
- particles_collision->heightfield_fb_size = size;
- }
-
- return particles_collision->heightfield_fb;
-}
-
-void RendererStorageRD::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND(!particles_collision);
-
- if (p_type == particles_collision->type) {
- return;
- }
-
- if (particles_collision->heightfield_texture.is_valid()) {
- RD::get_singleton()->free(particles_collision->heightfield_texture);
- particles_collision->heightfield_texture = RID();
- }
- particles_collision->type = p_type;
- particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
-
-void RendererStorageRD::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND(!particles_collision);
- particles_collision->cull_mask = p_cull_mask;
-}
-
-void RendererStorageRD::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND(!particles_collision);
-
- particles_collision->radius = p_radius;
- particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
-
-void RendererStorageRD::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND(!particles_collision);
-
- particles_collision->extents = p_extents;
- particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
-
-void RendererStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND(!particles_collision);
-
- particles_collision->attractor_strength = p_strength;
-}
-
-void RendererStorageRD::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND(!particles_collision);
-
- particles_collision->attractor_directionality = p_directionality;
-}
-
-void RendererStorageRD::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND(!particles_collision);
-
- particles_collision->attractor_attenuation = p_curve;
-}
-
-void RendererStorageRD::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND(!particles_collision);
-
- particles_collision->field_texture = p_texture;
-}
-
-void RendererStorageRD::particles_collision_height_field_update(RID p_particles_collision) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND(!particles_collision);
- particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
-
-void RendererStorageRD::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND(!particles_collision);
- ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
-
- if (particles_collision->heightfield_resolution == p_resolution) {
- return;
- }
-
- particles_collision->heightfield_resolution = p_resolution;
-
- if (particles_collision->heightfield_texture.is_valid()) {
- RD::get_singleton()->free(particles_collision->heightfield_texture);
- particles_collision->heightfield_texture = RID();
- }
-}
-
-AABB RendererStorageRD::particles_collision_get_aabb(RID p_particles_collision) const {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND_V(!particles_collision, AABB());
-
- switch (particles_collision->type) {
- case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
- case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
- AABB aabb;
- aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
- aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
- return aabb;
- }
- default: {
- AABB aabb;
- aabb.position = -particles_collision->extents;
- aabb.size = particles_collision->extents * 2;
- return aabb;
- }
- }
-
- return AABB();
-}
-
-Vector3 RendererStorageRD::particles_collision_get_extents(RID p_particles_collision) const {
- const ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND_V(!particles_collision, Vector3());
- return particles_collision->extents;
-}
-
-bool RendererStorageRD::particles_collision_is_heightfield(RID p_particles_collision) const {
- const ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
- ERR_FAIL_COND_V(!particles_collision, false);
- return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
-}
-
-RID RendererStorageRD::particles_collision_instance_create(RID p_collision) {
- ParticlesCollisionInstance pci;
- pci.collision = p_collision;
- return particles_collision_instance_owner.make_rid(pci);
-}
-void RendererStorageRD::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
- ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(p_collision_instance);
- ERR_FAIL_COND(!pci);
- pci->transform = p_transform;
-}
-void RendererStorageRD::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
- ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(p_collision_instance);
- ERR_FAIL_COND(!pci);
- pci->active = p_active;
-}
-
-/* VISIBILITY NOTIFIER */
-
-RID RendererStorageRD::visibility_notifier_allocate() {
- return visibility_notifier_owner.allocate_rid();
-}
-void RendererStorageRD::visibility_notifier_initialize(RID p_notifier) {
- visibility_notifier_owner.initialize_rid(p_notifier, VisibilityNotifier());
-}
-void RendererStorageRD::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
- VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_notifier);
- ERR_FAIL_COND(!vn);
- vn->aabb = p_aabb;
- vn->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
-void RendererStorageRD::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
- VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_notifier);
- ERR_FAIL_COND(!vn);
- vn->enter_callback = p_enter_callbable;
- vn->exit_callback = p_exit_callable;
-}
-
-AABB RendererStorageRD::visibility_notifier_get_aabb(RID p_notifier) const {
- const VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_notifier);
- ERR_FAIL_COND_V(!vn, AABB());
- return vn->aabb;
-}
-void RendererStorageRD::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
- VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_notifier);
- ERR_FAIL_COND(!vn);
-
- if (p_enter) {
- if (!vn->enter_callback.is_null()) {
- if (p_deferred) {
- vn->enter_callback.call_deferred(nullptr, 0);
- } else {
- Variant r;
- Callable::CallError ce;
- vn->enter_callback.call(nullptr, 0, r, ce);
- }
- }
- } else {
- if (!vn->exit_callback.is_null()) {
- if (p_deferred) {
- vn->exit_callback.call_deferred(nullptr, 0);
- } else {
- Variant r;
- Callable::CallError ce;
- vn->exit_callback.call(nullptr, 0, r, ce);
- }
- }
- }
-}
-
-/* SKELETON API */
-
-RID RendererStorageRD::skeleton_allocate() {
- return skeleton_owner.allocate_rid();
-}
-void RendererStorageRD::skeleton_initialize(RID p_rid) {
- skeleton_owner.initialize_rid(p_rid, Skeleton());
-}
-
-void RendererStorageRD::_skeleton_make_dirty(Skeleton *skeleton) {
- if (!skeleton->dirty) {
- skeleton->dirty = true;
- skeleton->dirty_list = skeleton_dirty_list;
- skeleton_dirty_list = skeleton;
- }
-}
-
-void RendererStorageRD::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
- ERR_FAIL_COND(!skeleton);
- ERR_FAIL_COND(p_bones < 0);
-
- if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) {
- return;
- }
-
- skeleton->size = p_bones;
- skeleton->use_2d = p_2d_skeleton;
- skeleton->uniform_set_3d = RID();
-
- if (skeleton->buffer.is_valid()) {
- RD::get_singleton()->free(skeleton->buffer);
- skeleton->buffer = RID();
- skeleton->data.resize(0);
- skeleton->uniform_set_mi = RID();
- }
-
- if (skeleton->size) {
- skeleton->data.resize(skeleton->size * (skeleton->use_2d ? 8 : 12));
- skeleton->buffer = RD::get_singleton()->storage_buffer_create(skeleton->data.size() * sizeof(float));
- memset(skeleton->data.ptrw(), 0, skeleton->data.size() * sizeof(float));
-
- _skeleton_make_dirty(skeleton);
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(skeleton->buffer);
- uniforms.push_back(u);
- }
- skeleton->uniform_set_mi = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON);
- }
- }
-
- skeleton->dependency.changed_notify(DEPENDENCY_CHANGED_SKELETON_DATA);
-}
-
-int RendererStorageRD::skeleton_get_bone_count(RID p_skeleton) const {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
- ERR_FAIL_COND_V(!skeleton, 0);
-
- return skeleton->size;
-}
-
-void RendererStorageRD::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
-
- ERR_FAIL_COND(!skeleton);
- ERR_FAIL_INDEX(p_bone, skeleton->size);
- ERR_FAIL_COND(skeleton->use_2d);
-
- float *dataptr = skeleton->data.ptrw() + p_bone * 12;
-
- dataptr[0] = p_transform.basis.elements[0][0];
- dataptr[1] = p_transform.basis.elements[0][1];
- dataptr[2] = p_transform.basis.elements[0][2];
- dataptr[3] = p_transform.origin.x;
- dataptr[4] = p_transform.basis.elements[1][0];
- dataptr[5] = p_transform.basis.elements[1][1];
- dataptr[6] = p_transform.basis.elements[1][2];
- dataptr[7] = p_transform.origin.y;
- dataptr[8] = p_transform.basis.elements[2][0];
- dataptr[9] = p_transform.basis.elements[2][1];
- dataptr[10] = p_transform.basis.elements[2][2];
- dataptr[11] = p_transform.origin.z;
-
- _skeleton_make_dirty(skeleton);
-}
-
-Transform3D RendererStorageRD::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
-
- ERR_FAIL_COND_V(!skeleton, Transform3D());
- ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform3D());
- ERR_FAIL_COND_V(skeleton->use_2d, Transform3D());
-
- const float *dataptr = skeleton->data.ptr() + p_bone * 12;
-
- Transform3D t;
-
- t.basis.elements[0][0] = dataptr[0];
- t.basis.elements[0][1] = dataptr[1];
- t.basis.elements[0][2] = dataptr[2];
- t.origin.x = dataptr[3];
- t.basis.elements[1][0] = dataptr[4];
- t.basis.elements[1][1] = dataptr[5];
- t.basis.elements[1][2] = dataptr[6];
- t.origin.y = dataptr[7];
- t.basis.elements[2][0] = dataptr[8];
- t.basis.elements[2][1] = dataptr[9];
- t.basis.elements[2][2] = dataptr[10];
- t.origin.z = dataptr[11];
-
- return t;
-}
-
-void RendererStorageRD::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
-
- ERR_FAIL_COND(!skeleton);
- ERR_FAIL_INDEX(p_bone, skeleton->size);
- ERR_FAIL_COND(!skeleton->use_2d);
-
- float *dataptr = skeleton->data.ptrw() + p_bone * 8;
-
- dataptr[0] = p_transform.elements[0][0];
- dataptr[1] = p_transform.elements[1][0];
- dataptr[2] = 0;
- dataptr[3] = p_transform.elements[2][0];
- dataptr[4] = p_transform.elements[0][1];
- dataptr[5] = p_transform.elements[1][1];
- dataptr[6] = 0;
- dataptr[7] = p_transform.elements[2][1];
-
- _skeleton_make_dirty(skeleton);
-}
-
-Transform2D RendererStorageRD::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
-
- ERR_FAIL_COND_V(!skeleton, Transform2D());
- ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
- ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D());
-
- const float *dataptr = skeleton->data.ptr() + p_bone * 8;
-
- Transform2D t;
- t.elements[0][0] = dataptr[0];
- t.elements[1][0] = dataptr[1];
- t.elements[2][0] = dataptr[3];
- t.elements[0][1] = dataptr[4];
- t.elements[1][1] = dataptr[5];
- t.elements[2][1] = dataptr[7];
-
- return t;
-}
-
-void RendererStorageRD::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
-
- ERR_FAIL_COND(!skeleton->use_2d);
-
- skeleton->base_transform_2d = p_base_transform;
-}
-
-void RendererStorageRD::_update_dirty_skeletons() {
- while (skeleton_dirty_list) {
- Skeleton *skeleton = skeleton_dirty_list;
-
- if (skeleton->size) {
- RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr());
- }
-
- skeleton_dirty_list = skeleton->dirty_list;
-
- skeleton->dependency.changed_notify(DEPENDENCY_CHANGED_SKELETON_BONES);
-
- skeleton->version++;
-
- skeleton->dirty = false;
- skeleton->dirty_list = nullptr;
- }
-
- skeleton_dirty_list = nullptr;
-}
-
-/* LIGHT */
-
-void RendererStorageRD::_light_initialize(RID p_light, RS::LightType p_type) {
- Light light;
- light.type = p_type;
-
- light.param[RS::LIGHT_PARAM_ENERGY] = 1.0;
- light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
- light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
- light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
- light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
- light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0;
- light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
- light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0;
- light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
- light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
- light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
- light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
- light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
- light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
- light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
- light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
- light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
- light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
- light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
-
- light_owner.initialize_rid(p_light, light);
-}
-
-RID RendererStorageRD::directional_light_allocate() {
- return light_owner.allocate_rid();
-}
-void RendererStorageRD::directional_light_initialize(RID p_light) {
- _light_initialize(p_light, RS::LIGHT_DIRECTIONAL);
-}
-
-RID RendererStorageRD::omni_light_allocate() {
- return light_owner.allocate_rid();
-}
-void RendererStorageRD::omni_light_initialize(RID p_light) {
- _light_initialize(p_light, RS::LIGHT_OMNI);
-}
-
-RID RendererStorageRD::spot_light_allocate() {
- return light_owner.allocate_rid();
-}
-void RendererStorageRD::spot_light_initialize(RID p_light) {
- _light_initialize(p_light, RS::LIGHT_SPOT);
-}
-
-void RendererStorageRD::light_set_color(RID p_light, const Color &p_color) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->color = p_color;
-}
-
-void RendererStorageRD::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
- ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX);
-
- if (light->param[p_param] == p_value) {
- return;
- }
-
- switch (p_param) {
- case RS::LIGHT_PARAM_RANGE:
- case RS::LIGHT_PARAM_SPOT_ANGLE:
- case RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
- case RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
- case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
- case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
- case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
- case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
- case RS::LIGHT_PARAM_SHADOW_BIAS: {
- light->version++;
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
- } break;
- case RS::LIGHT_PARAM_SIZE: {
- if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) {
- //changing from no size to size and the opposite
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
- }
- } break;
- default: {
- }
- }
-
- light->param[p_param] = p_value;
-}
-
-void RendererStorageRD::light_set_shadow(RID p_light, bool p_enabled) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
- light->shadow = p_enabled;
-
- light->version++;
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
-}
-
-void RendererStorageRD::light_set_shadow_color(RID p_light, const Color &p_color) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
- light->shadow_color = p_color;
-}
-
-void RendererStorageRD::light_set_projector(RID p_light, RID p_texture) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- if (light->projector == p_texture) {
- return;
- }
-
- if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) {
- texture_remove_from_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
- }
-
- light->projector = p_texture;
-
- if (light->type != RS::LIGHT_DIRECTIONAL) {
- if (light->projector.is_valid()) {
- texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
- }
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
- }
-}
-
-void RendererStorageRD::light_set_negative(RID p_light, bool p_enable) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->negative = p_enable;
-}
-
-void RendererStorageRD::light_set_cull_mask(RID p_light, uint32_t p_mask) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->cull_mask = p_mask;
-
- light->version++;
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
-}
-
-void RendererStorageRD::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->reverse_cull = p_enabled;
-
- light->version++;
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
-}
-
-void RendererStorageRD::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->bake_mode = p_bake_mode;
-
- light->version++;
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
-}
-
-void RendererStorageRD::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->max_sdfgi_cascade = p_cascade;
-
- light->version++;
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
-}
-
-void RendererStorageRD::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->omni_shadow_mode = p_mode;
-
- light->version++;
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
-}
-
-RS::LightOmniShadowMode RendererStorageRD::light_omni_get_shadow_mode(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_OMNI_SHADOW_CUBE);
-
- return light->omni_shadow_mode;
-}
-
-void RendererStorageRD::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->directional_shadow_mode = p_mode;
- light->version++;
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
-}
-
-void RendererStorageRD::light_directional_set_blend_splits(RID p_light, bool p_enable) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->directional_blend_splits = p_enable;
- light->version++;
- light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
-}
-
-bool RendererStorageRD::light_directional_get_blend_splits(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, false);
-
- return light->directional_blend_splits;
-}
-
-void RendererStorageRD::light_directional_set_sky_only(RID p_light, bool p_sky_only) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->directional_sky_only = p_sky_only;
-}
-
-bool RendererStorageRD::light_directional_is_sky_only(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, false);
-
- return light->directional_sky_only;
-}
-
-RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_mode(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
-
- return light->directional_shadow_mode;
-}
-
-uint32_t RendererStorageRD::light_get_max_sdfgi_cascade(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, 0);
-
- return light->max_sdfgi_cascade;
-}
-
-RS::LightBakeMode RendererStorageRD::light_get_bake_mode(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_BAKE_DISABLED);
-
- return light->bake_mode;
-}
-
-uint64_t RendererStorageRD::light_get_version(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, 0);
-
- return light->version;
-}
-
-AABB RendererStorageRD::light_get_aabb(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, AABB());
-
- switch (light->type) {
- case RS::LIGHT_SPOT: {
- float len = light->param[RS::LIGHT_PARAM_RANGE];
- float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
- return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
- };
- case RS::LIGHT_OMNI: {
- float r = light->param[RS::LIGHT_PARAM_RANGE];
- return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
- };
- case RS::LIGHT_DIRECTIONAL: {
- return AABB();
- };
- }
-
- ERR_FAIL_V(AABB());
-}
-
-/* REFLECTION PROBE */
-
-RID RendererStorageRD::reflection_probe_allocate() {
- return reflection_probe_owner.allocate_rid();
-}
-void RendererStorageRD::reflection_probe_initialize(RID p_reflection_probe) {
- reflection_probe_owner.initialize_rid(p_reflection_probe, ReflectionProbe());
-}
-
-void RendererStorageRD::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->update_mode = p_mode;
- reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
-}
-
-void RendererStorageRD::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->intensity = p_intensity;
-}
-
-void RendererStorageRD::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->ambient_mode = p_mode;
-}
-
-void RendererStorageRD::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->ambient_color = p_color;
-}
-
-void RendererStorageRD::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->ambient_color_energy = p_energy;
-}
-
-void RendererStorageRD::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->max_distance = p_distance;
-
- reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
-}
-
-void RendererStorageRD::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- if (reflection_probe->extents == p_extents) {
- return;
- }
- reflection_probe->extents = p_extents;
- reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
-}
-
-void RendererStorageRD::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->origin_offset = p_offset;
- reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
-}
-
-void RendererStorageRD::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->interior = p_enable;
- reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
-}
-
-void RendererStorageRD::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->box_projection = p_enable;
-}
-
-void RendererStorageRD::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->enable_shadows = p_enable;
- reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
-}
-
-void RendererStorageRD::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->cull_mask = p_layers;
- reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
-}
-
-void RendererStorageRD::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
- ERR_FAIL_COND(p_resolution < 32);
-
- reflection_probe->resolution = p_resolution;
-}
-
-void RendererStorageRD::reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND(!reflection_probe);
-
- reflection_probe->lod_threshold = p_ratio;
-
- reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
-}
-
-AABB RendererStorageRD::reflection_probe_get_aabb(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, AABB());
-
- AABB aabb;
- aabb.position = -reflection_probe->extents;
- aabb.size = reflection_probe->extents * 2.0;
-
- return aabb;
-}
-
-RS::ReflectionProbeUpdateMode RendererStorageRD::reflection_probe_get_update_mode(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_UPDATE_ALWAYS);
-
- return reflection_probe->update_mode;
-}
-
-uint32_t RendererStorageRD::reflection_probe_get_cull_mask(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, 0);
-
- return reflection_probe->cull_mask;
-}
-
-Vector3 RendererStorageRD::reflection_probe_get_extents(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, Vector3());
-
- return reflection_probe->extents;
-}
-
-Vector3 RendererStorageRD::reflection_probe_get_origin_offset(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, Vector3());
-
- return reflection_probe->origin_offset;
-}
-
-bool RendererStorageRD::reflection_probe_renders_shadows(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, false);
-
- return reflection_probe->enable_shadows;
-}
-
-float RendererStorageRD::reflection_probe_get_origin_max_distance(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, 0);
-
- return reflection_probe->max_distance;
-}
-
-float RendererStorageRD::reflection_probe_get_lod_threshold(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, 0);
-
- return reflection_probe->lod_threshold;
-}
-
-int RendererStorageRD::reflection_probe_get_resolution(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, 0);
-
- return reflection_probe->resolution;
-}
-
-float RendererStorageRD::reflection_probe_get_intensity(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, 0);
-
- return reflection_probe->intensity;
-}
-
-bool RendererStorageRD::reflection_probe_is_interior(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, false);
-
- return reflection_probe->interior;
-}
-
-bool RendererStorageRD::reflection_probe_is_box_projection(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, false);
-
- return reflection_probe->box_projection;
-}
-
-RS::ReflectionProbeAmbientMode RendererStorageRD::reflection_probe_get_ambient_mode(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_AMBIENT_DISABLED);
- return reflection_probe->ambient_mode;
-}
-
-Color RendererStorageRD::reflection_probe_get_ambient_color(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, Color());
-
- return reflection_probe->ambient_color;
-}
-float RendererStorageRD::reflection_probe_get_ambient_color_energy(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!reflection_probe, 0);
-
- return reflection_probe->ambient_color_energy;
-}
-
-RID RendererStorageRD::decal_allocate() {
- return decal_owner.allocate_rid();
-}
-void RendererStorageRD::decal_initialize(RID p_decal) {
- decal_owner.initialize_rid(p_decal, Decal());
-}
-
-void RendererStorageRD::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
- Decal *decal = decal_owner.getornull(p_decal);
- ERR_FAIL_COND(!decal);
- decal->extents = p_extents;
- decal->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
-
-void RendererStorageRD::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
- Decal *decal = decal_owner.getornull(p_decal);
- ERR_FAIL_COND(!decal);
- ERR_FAIL_INDEX(p_type, RS::DECAL_TEXTURE_MAX);
-
- if (decal->textures[p_type] == p_texture) {
- return;
- }
-
- ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
-
- if (decal->textures[p_type].is_valid() && texture_owner.owns(decal->textures[p_type])) {
- texture_remove_from_decal_atlas(decal->textures[p_type]);
- }
-
- decal->textures[p_type] = p_texture;
-
- if (decal->textures[p_type].is_valid()) {
- texture_add_to_decal_atlas(decal->textures[p_type]);
- }
-
- decal->dependency.changed_notify(DEPENDENCY_CHANGED_DECAL);
-}
-
-void RendererStorageRD::decal_set_emission_energy(RID p_decal, float p_energy) {
- Decal *decal = decal_owner.getornull(p_decal);
- ERR_FAIL_COND(!decal);
- decal->emission_energy = p_energy;
-}
-
-void RendererStorageRD::decal_set_albedo_mix(RID p_decal, float p_mix) {
- Decal *decal = decal_owner.getornull(p_decal);
- ERR_FAIL_COND(!decal);
- decal->albedo_mix = p_mix;
-}
-
-void RendererStorageRD::decal_set_modulate(RID p_decal, const Color &p_modulate) {
- Decal *decal = decal_owner.getornull(p_decal);
- ERR_FAIL_COND(!decal);
- decal->modulate = p_modulate;
-}
-
-void RendererStorageRD::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
- Decal *decal = decal_owner.getornull(p_decal);
- ERR_FAIL_COND(!decal);
- decal->cull_mask = p_layers;
- decal->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
-
-void RendererStorageRD::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
- Decal *decal = decal_owner.getornull(p_decal);
- ERR_FAIL_COND(!decal);
- decal->distance_fade = p_enabled;
- decal->distance_fade_begin = p_begin;
- decal->distance_fade_length = p_length;
-}
-
-void RendererStorageRD::decal_set_fade(RID p_decal, float p_above, float p_below) {
- Decal *decal = decal_owner.getornull(p_decal);
- ERR_FAIL_COND(!decal);
- decal->upper_fade = p_above;
- decal->lower_fade = p_below;
-}
-
-void RendererStorageRD::decal_set_normal_fade(RID p_decal, float p_fade) {
- Decal *decal = decal_owner.getornull(p_decal);
- ERR_FAIL_COND(!decal);
- decal->normal_fade = p_fade;
-}
-
-AABB RendererStorageRD::decal_get_aabb(RID p_decal) const {
- Decal *decal = decal_owner.getornull(p_decal);
- ERR_FAIL_COND_V(!decal, AABB());
-
- return AABB(-decal->extents, decal->extents * 2.0);
-}
-
-RID RendererStorageRD::voxel_gi_allocate() {
- return voxel_gi_owner.allocate_rid();
-}
-void RendererStorageRD::voxel_gi_initialize(RID p_voxel_gi) {
- voxel_gi_owner.initialize_rid(p_voxel_gi, VoxelGI());
-}
-
-void RendererStorageRD::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- if (voxel_gi->octree_buffer.is_valid()) {
- RD::get_singleton()->free(voxel_gi->octree_buffer);
- RD::get_singleton()->free(voxel_gi->data_buffer);
- if (voxel_gi->sdf_texture.is_valid()) {
- RD::get_singleton()->free(voxel_gi->sdf_texture);
- }
-
- voxel_gi->sdf_texture = RID();
- voxel_gi->octree_buffer = RID();
- voxel_gi->data_buffer = RID();
- voxel_gi->octree_buffer_size = 0;
- voxel_gi->data_buffer_size = 0;
- voxel_gi->cell_count = 0;
- }
-
- voxel_gi->to_cell_xform = p_to_cell_xform;
- voxel_gi->bounds = p_aabb;
- voxel_gi->octree_size = p_octree_size;
- voxel_gi->level_counts = p_level_counts;
-
- if (p_octree_cells.size()) {
- ERR_FAIL_COND(p_octree_cells.size() % 32 != 0); //cells size must be a multiple of 32
-
- uint32_t cell_count = p_octree_cells.size() / 32;
-
- ERR_FAIL_COND(p_data_cells.size() != (int)cell_count * 16); //see that data size matches
-
- voxel_gi->cell_count = cell_count;
- voxel_gi->octree_buffer = RD::get_singleton()->storage_buffer_create(p_octree_cells.size(), p_octree_cells);
- voxel_gi->octree_buffer_size = p_octree_cells.size();
- voxel_gi->data_buffer = RD::get_singleton()->storage_buffer_create(p_data_cells.size(), p_data_cells);
- voxel_gi->data_buffer_size = p_data_cells.size();
-
- if (p_distance_field.size()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = voxel_gi->octree_size.x;
- tf.height = voxel_gi->octree_size.y;
- tf.depth = voxel_gi->octree_size.z;
- tf.texture_type = RD::TEXTURE_TYPE_3D;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- Vector<Vector<uint8_t>> s;
- s.push_back(p_distance_field);
- voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s);
- }
-#if 0
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = voxel_gi->octree_size.x;
- tf.height = voxel_gi->octree_size.y;
- tf.depth = voxel_gi->octree_size.z;
- tf.type = RD::TEXTURE_TYPE_3D;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- 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());
- }
- RID shared_tex;
- {
- RD::TextureView tv;
- tv.format_override = RD::DATA_FORMAT_R8_UINT;
- shared_tex = RD::get_singleton()->texture_create_shared(tv, voxel_gi->sdf_texture);
- }
- //update SDF texture
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(voxel_gi->octree_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.ids.push_back(voxel_gi->data_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.ids.push_back(shared_tex);
- uniforms.push_back(u);
- }
-
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, voxel_gi_sdf_shader_version_shader, 0);
-
- {
- uint32_t push_constant[4] = { 0, 0, 0, 0 };
-
- for (int i = 0; i < voxel_gi->level_counts.size() - 1; i++) {
- push_constant[0] += voxel_gi->level_counts[i];
- }
- push_constant[1] = push_constant[0] + voxel_gi->level_counts[voxel_gi->level_counts.size() - 1];
-
- print_line("offset: " + itos(push_constant[0]));
- print_line("size: " + itos(push_constant[1]));
- //create SDF
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, voxel_gi_sdf_shader_pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, push_constant, sizeof(uint32_t) * 4);
- RD::get_singleton()->compute_list_dispatch(compute_list, voxel_gi->octree_size.x / 4, voxel_gi->octree_size.y / 4, voxel_gi->octree_size.z / 4);
- RD::get_singleton()->compute_list_end();
- }
-
- RD::get_singleton()->free(uniform_set);
- RD::get_singleton()->free(shared_tex);
- }
-#endif
- }
-
- voxel_gi->version++;
- voxel_gi->data_version++;
-
- voxel_gi->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
-
-AABB RendererStorageRD::voxel_gi_get_bounds(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, AABB());
-
- return voxel_gi->bounds;
-}
-
-Vector3i RendererStorageRD::voxel_gi_get_octree_size(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, Vector3i());
- return voxel_gi->octree_size;
-}
-
-Vector<uint8_t> RendererStorageRD::voxel_gi_get_octree_cells(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
-
- if (voxel_gi->octree_buffer.is_valid()) {
- return RD::get_singleton()->buffer_get_data(voxel_gi->octree_buffer);
- }
- return Vector<uint8_t>();
-}
-
-Vector<uint8_t> RendererStorageRD::voxel_gi_get_data_cells(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
-
- if (voxel_gi->data_buffer.is_valid()) {
- return RD::get_singleton()->buffer_get_data(voxel_gi->data_buffer);
- }
- return Vector<uint8_t>();
-}
-
-Vector<uint8_t> RendererStorageRD::voxel_gi_get_distance_field(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
-
- if (voxel_gi->data_buffer.is_valid()) {
- return RD::get_singleton()->texture_get_data(voxel_gi->sdf_texture, 0);
- }
- return Vector<uint8_t>();
-}
-
-Vector<int> RendererStorageRD::voxel_gi_get_level_counts(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, Vector<int>());
-
- return voxel_gi->level_counts;
-}
-
-Transform3D RendererStorageRD::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, Transform3D());
-
- return voxel_gi->to_cell_xform;
-}
-
-void RendererStorageRD::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->dynamic_range = p_range;
- voxel_gi->version++;
-}
-
-float RendererStorageRD::voxel_gi_get_dynamic_range(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
-
- return voxel_gi->dynamic_range;
-}
-
-void RendererStorageRD::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->propagation = p_range;
- voxel_gi->version++;
-}
-
-float RendererStorageRD::voxel_gi_get_propagation(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->propagation;
-}
-
-void RendererStorageRD::voxel_gi_set_energy(RID p_voxel_gi, float p_energy) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->energy = p_energy;
-}
-
-float RendererStorageRD::voxel_gi_get_energy(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->energy;
-}
-
-void RendererStorageRD::voxel_gi_set_bias(RID p_voxel_gi, float p_bias) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->bias = p_bias;
-}
-
-float RendererStorageRD::voxel_gi_get_bias(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->bias;
-}
-
-void RendererStorageRD::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_normal_bias) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->normal_bias = p_normal_bias;
-}
-
-float RendererStorageRD::voxel_gi_get_normal_bias(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->normal_bias;
-}
-
-void RendererStorageRD::voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->anisotropy_strength = p_strength;
-}
-
-float RendererStorageRD::voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->anisotropy_strength;
-}
-
-void RendererStorageRD::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->interior = p_enable;
-}
-
-void RendererStorageRD::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->use_two_bounces = p_enable;
- voxel_gi->version++;
-}
-
-bool RendererStorageRD::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, false);
- return voxel_gi->use_two_bounces;
-}
-
-bool RendererStorageRD::voxel_gi_is_interior(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->interior;
-}
-
-uint32_t RendererStorageRD::voxel_gi_get_version(RID p_voxel_gi) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->version;
-}
-
-uint32_t RendererStorageRD::voxel_gi_get_data_version(RID p_voxel_gi) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->data_version;
-}
-
-RID RendererStorageRD::voxel_gi_get_octree_buffer(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, RID());
- return voxel_gi->octree_buffer;
-}
-
-RID RendererStorageRD::voxel_gi_get_data_buffer(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, RID());
- return voxel_gi->data_buffer;
-}
-
-RID RendererStorageRD::voxel_gi_get_sdf_texture(RID p_voxel_gi) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, RID());
-
- return voxel_gi->sdf_texture;
-}
-
-/* LIGHTMAP API */
-
-RID RendererStorageRD::lightmap_allocate() {
- return lightmap_owner.allocate_rid();
-}
-
-void RendererStorageRD::lightmap_initialize(RID p_lightmap) {
- lightmap_owner.initialize_rid(p_lightmap, Lightmap());
-}
-
-void RendererStorageRD::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND(!lm);
-
- lightmap_array_version++;
-
- //erase lightmap users
- if (lm->light_texture.is_valid()) {
- Texture *t = texture_owner.getornull(lm->light_texture);
- if (t) {
- t->lightmap_users.erase(p_lightmap);
- }
- }
-
- Texture *t = texture_owner.getornull(p_light);
- lm->light_texture = p_light;
- lm->uses_spherical_harmonics = p_uses_spherical_haromics;
-
- RID default_2d_array = default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE];
- if (!t) {
- if (using_lightmap_array) {
- if (lm->array_index >= 0) {
- lightmap_textures.write[lm->array_index] = default_2d_array;
- lm->array_index = -1;
- }
- }
-
- return;
- }
-
- t->lightmap_users.insert(p_lightmap);
-
- if (using_lightmap_array) {
- if (lm->array_index < 0) {
- //not in array, try to put in array
- for (int i = 0; i < lightmap_textures.size(); i++) {
- if (lightmap_textures[i] == default_2d_array) {
- lm->array_index = i;
- break;
- }
- }
- }
- ERR_FAIL_COND_MSG(lm->array_index < 0, "Maximum amount of lightmaps in use (" + itos(lightmap_textures.size()) + ") has been exceeded, lightmap will nod display properly.");
-
- lightmap_textures.write[lm->array_index] = t->rd_texture;
- }
-}
-
-void RendererStorageRD::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND(!lm);
- lm->bounds = p_bounds;
-}
-
-void RendererStorageRD::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND(!lm);
- lm->interior = p_interior;
-}
-
-void RendererStorageRD::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND(!lm);
-
- if (p_points.size()) {
- ERR_FAIL_COND(p_points.size() * 9 != p_point_sh.size());
- ERR_FAIL_COND((p_tetrahedra.size() % 4) != 0);
- ERR_FAIL_COND((p_bsp_tree.size() % 6) != 0);
- }
-
- lm->points = p_points;
- lm->bsp_tree = p_bsp_tree;
- lm->point_sh = p_point_sh;
- lm->tetrahedra = p_tetrahedra;
-}
-
-PackedVector3Array RendererStorageRD::lightmap_get_probe_capture_points(RID p_lightmap) const {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND_V(!lm, PackedVector3Array());
-
- return lm->points;
-}
-
-PackedColorArray RendererStorageRD::lightmap_get_probe_capture_sh(RID p_lightmap) const {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND_V(!lm, PackedColorArray());
- return lm->point_sh;
-}
-
-PackedInt32Array RendererStorageRD::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND_V(!lm, PackedInt32Array());
- return lm->tetrahedra;
-}
-
-PackedInt32Array RendererStorageRD::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND_V(!lm, PackedInt32Array());
- return lm->bsp_tree;
-}
-
-void RendererStorageRD::lightmap_set_probe_capture_update_speed(float p_speed) {
- lightmap_probe_capture_update_speed = p_speed;
-}
-
-void RendererStorageRD::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND(!lm);
-
- for (int i = 0; i < 9; i++) {
- r_sh[i] = Color(0, 0, 0, 0);
- }
-
- if (!lm->points.size() || !lm->bsp_tree.size() || !lm->tetrahedra.size()) {
- return;
- }
-
- static_assert(sizeof(Lightmap::BSP) == 24);
-
- const Lightmap::BSP *bsp = (const Lightmap::BSP *)lm->bsp_tree.ptr();
- int32_t node = 0;
- while (node >= 0) {
- if (Plane(bsp[node].plane[0], bsp[node].plane[1], bsp[node].plane[2], bsp[node].plane[3]).is_point_over(p_point)) {
-#ifdef DEBUG_ENABLED
- ERR_FAIL_COND(bsp[node].over >= 0 && bsp[node].over < node);
-#endif
-
- node = bsp[node].over;
- } else {
-#ifdef DEBUG_ENABLED
- ERR_FAIL_COND(bsp[node].under >= 0 && bsp[node].under < node);
-#endif
- node = bsp[node].under;
- }
- }
-
- if (node == Lightmap::BSP::EMPTY_LEAF) {
- return; //nothing could be done
- }
-
- node = ABS(node) - 1;
-
- uint32_t *tetrahedron = (uint32_t *)&lm->tetrahedra[node * 4];
- Vector3 points[4] = { lm->points[tetrahedron[0]], lm->points[tetrahedron[1]], lm->points[tetrahedron[2]], lm->points[tetrahedron[3]] };
- const Color *sh_colors[4]{ &lm->point_sh[tetrahedron[0] * 9], &lm->point_sh[tetrahedron[1] * 9], &lm->point_sh[tetrahedron[2] * 9], &lm->point_sh[tetrahedron[3] * 9] };
- Color barycentric = Geometry3D::tetrahedron_get_barycentric_coords(points[0], points[1], points[2], points[3], p_point);
-
- for (int i = 0; i < 4; i++) {
- float c = CLAMP(barycentric[i], 0.0, 1.0);
- for (int j = 0; j < 9; j++) {
- r_sh[j] += sh_colors[i][j] * c;
- }
- }
-}
-
-bool RendererStorageRD::lightmap_is_interior(RID p_lightmap) const {
- const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND_V(!lm, false);
- return lm->interior;
-}
-
-AABB RendererStorageRD::lightmap_get_aabb(RID p_lightmap) const {
- const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND_V(!lm, AABB());
- return lm->bounds;
-}
-
-/* RENDER TARGET API */
-
-void RendererStorageRD::_clear_render_target(RenderTarget *rt) {
- //free in reverse dependency order
- if (rt->framebuffer.is_valid()) {
- RD::get_singleton()->free(rt->framebuffer);
- rt->framebuffer_uniform_set = RID(); //chain deleted
- }
-
- if (rt->color.is_valid()) {
- RD::get_singleton()->free(rt->color);
- }
-
- if (rt->backbuffer.is_valid()) {
- RD::get_singleton()->free(rt->backbuffer);
- rt->backbuffer = RID();
- for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
- //just erase copies, since the rest are erased by dependency
- RD::get_singleton()->free(rt->backbuffer_mipmaps[i].mipmap_copy);
- }
- rt->backbuffer_mipmaps.clear();
- rt->backbuffer_uniform_set = RID(); //chain deleted
- }
-
- _render_target_clear_sdf(rt);
-
- rt->framebuffer = RID();
- rt->color = RID();
-}
-
-void RendererStorageRD::_update_render_target(RenderTarget *rt) {
- if (rt->texture.is_null()) {
- //create a placeholder until updated
- rt->texture = texture_allocate();
- texture_2d_placeholder_initialize(rt->texture);
- Texture *tex = texture_owner.getornull(rt->texture);
- tex->is_render_target = true;
- }
-
- _clear_render_target(rt);
-
- if (rt->size.width == 0 || rt->size.height == 0) {
- return;
- }
- //until we implement support for HDR monitors (and render target is attached to screen), this is enough.
- rt->color_format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- rt->color_format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- rt->image_format = rt->flags[RENDER_TARGET_TRANSPARENT] ? Image::FORMAT_RGBA8 : Image::FORMAT_RGB8;
-
- RD::TextureFormat rd_format;
- RD::TextureView rd_view;
- { //attempt register
- rd_format.format = rt->color_format;
- rd_format.width = rt->size.width;
- rd_format.height = rt->size.height;
- rd_format.depth = 1;
- rd_format.array_layers = rt->view_count; // for stereo we create two (or more) layers, need to see if we can make fallback work like this too if we don't have multiview
- rd_format.mipmaps = 1;
- if (rd_format.array_layers > 1) { // why are we not using rt->texture_type ??
- rd_format.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- } else {
- rd_format.texture_type = RD::TEXTURE_TYPE_2D;
- }
- rd_format.samples = RD::TEXTURE_SAMPLES_1;
- rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- rd_format.shareable_formats.push_back(rt->color_format);
- rd_format.shareable_formats.push_back(rt->color_format_srgb);
- }
-
- rt->color = RD::get_singleton()->texture_create(rd_format, rd_view);
- ERR_FAIL_COND(rt->color.is_null());
-
- Vector<RID> fb_textures;
- fb_textures.push_back(rt->color);
- rt->framebuffer = RD::get_singleton()->framebuffer_create(fb_textures, RenderingDevice::INVALID_ID, rt->view_count);
- if (rt->framebuffer.is_null()) {
- _clear_render_target(rt);
- ERR_FAIL_COND(rt->framebuffer.is_null());
- }
-
- { //update texture
-
- Texture *tex = texture_owner.getornull(rt->texture);
-
- //free existing textures
- if (RD::get_singleton()->texture_is_valid(tex->rd_texture)) {
- RD::get_singleton()->free(tex->rd_texture);
- }
- if (RD::get_singleton()->texture_is_valid(tex->rd_texture_srgb)) {
- RD::get_singleton()->free(tex->rd_texture_srgb);
- }
-
- tex->rd_texture = RID();
- tex->rd_texture_srgb = RID();
-
- //create shared textures to the color buffer,
- //so transparent can be supported
- RD::TextureView view;
- view.format_override = rt->color_format;
- if (!rt->flags[RENDER_TARGET_TRANSPARENT]) {
- view.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
- }
- tex->rd_texture = RD::get_singleton()->texture_create_shared(view, rt->color);
- if (rt->color_format_srgb != RD::DATA_FORMAT_MAX) {
- view.format_override = rt->color_format_srgb;
- tex->rd_texture_srgb = RD::get_singleton()->texture_create_shared(view, rt->color);
- }
- tex->rd_view = view;
- tex->width = rt->size.width;
- tex->height = rt->size.height;
- tex->width_2d = rt->size.width;
- tex->height_2d = rt->size.height;
- tex->rd_format = rt->color_format;
- tex->rd_format_srgb = rt->color_format_srgb;
- tex->format = rt->image_format;
-
- Vector<RID> proxies = tex->proxies; //make a copy, since update may change it
- for (int i = 0; i < proxies.size(); i++) {
- texture_proxy_update(proxies[i], rt->texture);
- }
- }
-}
-
-void RendererStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
- ERR_FAIL_COND(rt->backbuffer.is_valid());
-
- uint32_t mipmaps_required = Image::get_image_required_mipmaps(rt->size.width, rt->size.height, Image::FORMAT_RGBA8);
- RD::TextureFormat tf;
- tf.format = rt->color_format;
- tf.width = rt->size.width;
- tf.height = rt->size.height;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- tf.mipmaps = mipmaps_required;
-
- rt->backbuffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rt->backbuffer_mipmap0 = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, 0);
-
- {
- Vector<RID> fb_tex;
- fb_tex.push_back(rt->backbuffer_mipmap0);
- rt->backbuffer_fb = RD::get_singleton()->framebuffer_create(fb_tex);
- }
-
- if (rt->framebuffer_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rt->framebuffer_uniform_set)) {
- //the new one will require the backbuffer.
- RD::get_singleton()->free(rt->framebuffer_uniform_set);
- rt->framebuffer_uniform_set = RID();
- }
- //create mipmaps
- for (uint32_t i = 1; i < mipmaps_required; i++) {
- RenderTarget::BackbufferMipmap mm;
- {
- mm.mipmap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, i);
- }
-
- {
- Size2 mm_size = Image::get_image_mipmap_size(tf.width, tf.height, Image::FORMAT_RGBA8, i);
-
- RD::TextureFormat mmtf = tf;
- mmtf.width = mm_size.width;
- mmtf.height = mm_size.height;
- mmtf.mipmaps = 1;
-
- mm.mipmap_copy = RD::get_singleton()->texture_create(mmtf, RD::TextureView());
- }
-
- rt->backbuffer_mipmaps.push_back(mm);
- }
-}
-
-RID RendererStorageRD::render_target_create() {
- RenderTarget render_target;
-
- render_target.was_used = false;
- render_target.clear_requested = false;
-
- for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
- render_target.flags[i] = false;
- }
- _update_render_target(&render_target);
- return render_target_owner.make_rid(render_target);
-}
-
-void RendererStorageRD::render_target_set_position(RID p_render_target, int p_x, int p_y) {
- //unused for this render target
-}
-
-void RendererStorageRD::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- if (rt->size.x != p_width || rt->size.y != p_height || rt->view_count != p_view_count) {
- rt->size.x = p_width;
- rt->size.y = p_height;
- rt->view_count = p_view_count;
- _update_render_target(rt);
- }
-}
-
-RID RendererStorageRD::render_target_get_texture(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
-
- return rt->texture;
-}
-
-void RendererStorageRD::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
-}
-
-void RendererStorageRD::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- rt->flags[p_flag] = p_value;
- _update_render_target(rt);
-}
-
-bool RendererStorageRD::render_target_was_used(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, false);
- return rt->was_used;
-}
-
-void RendererStorageRD::render_target_set_as_unused(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- rt->was_used = false;
-}
-
-Size2 RendererStorageRD::render_target_get_size(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, Size2());
-
- return rt->size;
-}
-
-RID RendererStorageRD::render_target_get_rd_framebuffer(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
-
- return rt->framebuffer;
-}
-
-RID RendererStorageRD::render_target_get_rd_texture(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
-
- return rt->color;
-}
-
-RID RendererStorageRD::render_target_get_rd_backbuffer(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
- return rt->backbuffer;
-}
-
-RID RendererStorageRD::render_target_get_rd_backbuffer_framebuffer(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
-
- if (!rt->backbuffer.is_valid()) {
- _create_render_target_backbuffer(rt);
- }
-
- return rt->backbuffer_fb;
-}
-
-void RendererStorageRD::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- rt->clear_requested = true;
- rt->clear_color = p_clear_color;
-}
-
-bool RendererStorageRD::render_target_is_clear_requested(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, false);
- return rt->clear_requested;
-}
-
-Color RendererStorageRD::render_target_get_clear_request_color(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, Color());
- return rt->clear_color;
-}
-
-void RendererStorageRD::render_target_disable_clear_request(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- rt->clear_requested = false;
-}
-
-void RendererStorageRD::render_target_do_clear_request(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- if (!rt->clear_requested) {
- return;
- }
- Vector<Color> clear_colors;
- clear_colors.push_back(rt->clear_color);
- RD::get_singleton()->draw_list_begin(rt->framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
- RD::get_singleton()->draw_list_end();
- rt->clear_requested = false;
-}
-
-void RendererStorageRD::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) {
- return;
- }
-
- rt->sdf_oversize = p_size;
- rt->sdf_scale = p_scale;
-
- _render_target_clear_sdf(rt);
-}
-
-Rect2i RendererStorageRD::_render_target_get_sdf_rect(const RenderTarget *rt) const {
- Size2i margin;
- int scale;
- switch (rt->sdf_oversize) {
- case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: {
- scale = 100;
- } break;
- case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: {
- scale = 120;
- } break;
- case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: {
- scale = 150;
- } break;
- case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: {
- scale = 200;
- } break;
- default: {
- }
- }
-
- margin = (rt->size * scale / 100) - rt->size;
-
- Rect2i r(Vector2i(), rt->size);
- r.position -= margin;
- r.size += margin * 2;
-
- return r;
-}
-
-Rect2i RendererStorageRD::render_target_get_sdf_rect(RID p_render_target) const {
- const RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, Rect2i());
-
- return _render_target_get_sdf_rect(rt);
-}
-
-void RendererStorageRD::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
-
- rt->sdf_enabled = p_enabled;
-}
-
-bool RendererStorageRD::render_target_is_sdf_enabled(RID p_render_target) const {
- const RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, false);
-
- return rt->sdf_enabled;
-}
-
-RID RendererStorageRD::render_target_get_sdf_texture(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
- if (rt->sdf_buffer_read.is_null()) {
- // no texture, create a dummy one for the 2D uniform set
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tformat.width = 4;
- tformat.height = 4;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_2D;
-
- Vector<uint8_t> pv;
- pv.resize(16 * 4);
- memset(pv.ptrw(), 0, 16 * 4);
- Vector<Vector<uint8_t>> vpv;
-
- rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- }
-
- return rt->sdf_buffer_read;
-}
-
-void RendererStorageRD::_render_target_allocate_sdf(RenderTarget *rt) {
- ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_valid());
- if (rt->sdf_buffer_read.is_valid()) {
- RD::get_singleton()->free(rt->sdf_buffer_read);
- rt->sdf_buffer_read = RID();
- }
-
- Size2i size = _render_target_get_sdf_rect(rt).size;
-
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R8_UNORM;
- tformat.width = size.width;
- tformat.height = size.height;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_2D;
-
- rt->sdf_buffer_write = RD::get_singleton()->texture_create(tformat, RD::TextureView());
-
- {
- Vector<RID> write_fb;
- write_fb.push_back(rt->sdf_buffer_write);
- rt->sdf_buffer_write_fb = RD::get_singleton()->framebuffer_create(write_fb);
- }
-
- int scale;
- switch (rt->sdf_scale) {
- case RS::VIEWPORT_SDF_SCALE_100_PERCENT: {
- scale = 100;
- } break;
- case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
- scale = 50;
- } break;
- case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
- scale = 25;
- } break;
- default: {
- scale = 100;
- } break;
- }
-
- rt->process_size = size * scale / 100;
- rt->process_size.x = MAX(rt->process_size.x, 1);
- rt->process_size.y = MAX(rt->process_size.y, 1);
-
- tformat.format = RD::DATA_FORMAT_R16G16_SINT;
- tformat.width = rt->process_size.width;
- tformat.height = rt->process_size.height;
- tformat.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- rt->sdf_buffer_process[0] = RD::get_singleton()->texture_create(tformat, RD::TextureView());
- rt->sdf_buffer_process[1] = RD::get_singleton()->texture_create(tformat, RD::TextureView());
-
- tformat.format = RD::DATA_FORMAT_R16_SNORM;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView());
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(rt->sdf_buffer_write);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(rt->sdf_buffer_read);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.ids.push_back(rt->sdf_buffer_process[0]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 4;
- u.ids.push_back(rt->sdf_buffer_process[1]);
- uniforms.push_back(u);
- }
-
- rt->sdf_buffer_process_uniform_sets[0] = RD::get_singleton()->uniform_set_create(uniforms, rt_sdf.shader.version_get_shader(rt_sdf.shader_version, 0), 0);
- SWAP(uniforms.write[2].ids.write[0], uniforms.write[3].ids.write[0]);
- rt->sdf_buffer_process_uniform_sets[1] = RD::get_singleton()->uniform_set_create(uniforms, rt_sdf.shader.version_get_shader(rt_sdf.shader_version, 0), 0);
- }
-}
-
-void RendererStorageRD::_render_target_clear_sdf(RenderTarget *rt) {
- if (rt->sdf_buffer_read.is_valid()) {
- RD::get_singleton()->free(rt->sdf_buffer_read);
- rt->sdf_buffer_read = RID();
- }
- if (rt->sdf_buffer_write_fb.is_valid()) {
- RD::get_singleton()->free(rt->sdf_buffer_write);
- RD::get_singleton()->free(rt->sdf_buffer_process[0]);
- RD::get_singleton()->free(rt->sdf_buffer_process[1]);
- rt->sdf_buffer_write = RID();
- rt->sdf_buffer_write_fb = RID();
- rt->sdf_buffer_process[0] = RID();
- rt->sdf_buffer_process[1] = RID();
- rt->sdf_buffer_process_uniform_sets[0] = RID();
- rt->sdf_buffer_process_uniform_sets[1] = RID();
- }
-}
-
-RID RendererStorageRD::render_target_get_sdf_framebuffer(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
-
- if (rt->sdf_buffer_write_fb.is_null()) {
- _render_target_allocate_sdf(rt);
- }
-
- return rt->sdf_buffer_write_fb;
-}
-void RendererStorageRD::render_target_sdf_process(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_null());
-
- RenderTargetSDF::PushConstant push_constant;
-
- Rect2i r = _render_target_get_sdf_rect(rt);
-
- push_constant.size[0] = r.size.width;
- push_constant.size[1] = r.size.height;
- push_constant.stride = 0;
- push_constant.shift = 0;
- push_constant.base_size[0] = r.size.width;
- push_constant.base_size[1] = r.size.height;
-
- bool shrink = false;
-
- switch (rt->sdf_scale) {
- case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
- push_constant.size[0] >>= 1;
- push_constant.size[1] >>= 1;
- push_constant.shift = 1;
- shrink = true;
- } break;
- case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
- push_constant.size[0] >>= 2;
- push_constant.size[1] >>= 2;
- push_constant.shift = 2;
- shrink = true;
- } break;
- default: {
- };
- }
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- /* Load */
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_LOAD_SHRINK : RenderTargetSDF::SHADER_LOAD]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[1], 0); //fill [0]
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
-
- /* Process */
-
- int stride = nearest_power_of_2_templated(MAX(push_constant.size[0], push_constant.size[1]) / 2);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[RenderTargetSDF::SHADER_PROCESS]);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- bool swap = false;
-
- //jumpflood
- while (stride > 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0);
- push_constant.stride = stride;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
- stride /= 2;
- swap = !swap;
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
-
- /* Store */
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_STORE_SHRINK : RenderTargetSDF::SHADER_STORE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RendererStorageRD::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- if (!rt->backbuffer.is_valid()) {
- _create_render_target_backbuffer(rt);
- }
-
- Rect2i region;
- if (p_region == Rect2i()) {
- region.size = rt->size;
- } else {
- region = Rect2i(Size2i(), rt->size).intersection(p_region);
- if (region.size == Size2i()) {
- return; //nothing to do
- }
- }
-
- //single texture copy for backbuffer
- //RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
- effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
-
- if (!p_gen_mipmaps) {
- return;
- }
-
- //then mipmap blur
- RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps.
-
- for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
- region.position.x >>= 1;
- region.position.y >>= 1;
- region.size.x = MAX(1, region.size.x >> 1);
- region.size.y = MAX(1, region.size.y >> 1);
-
- const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i];
- effects->gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
- prev_texture = mm.mipmap;
- }
-}
-
-void RendererStorageRD::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- if (!rt->backbuffer.is_valid()) {
- _create_render_target_backbuffer(rt);
- }
-
- Rect2i region;
- if (p_region == Rect2i()) {
- region.size = rt->size;
- } else {
- region = Rect2i(Size2i(), rt->size).intersection(p_region);
- if (region.size == Size2i()) {
- return; //nothing to do
- }
- }
-
- //single texture copy for backbuffer
- effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
-}
-
-void RendererStorageRD::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- if (!rt->backbuffer.is_valid()) {
- _create_render_target_backbuffer(rt);
- }
-
- Rect2i region;
- if (p_region == Rect2i()) {
- region.size = rt->size;
- } else {
- region = Rect2i(Size2i(), rt->size).intersection(p_region);
- if (region.size == Size2i()) {
- return; //nothing to do
- }
- }
-
- //then mipmap blur
- RID prev_texture = rt->backbuffer_mipmap0;
-
- for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
- region.position.x >>= 1;
- region.position.y >>= 1;
- region.size.x = MAX(1, region.size.x >> 1);
- region.size.y = MAX(1, region.size.y >> 1);
-
- const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i];
- effects->gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
- prev_texture = mm.mipmap;
- }
-}
-
-RID RendererStorageRD::render_target_get_framebuffer_uniform_set(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
- return rt->framebuffer_uniform_set;
-}
-RID RendererStorageRD::render_target_get_backbuffer_uniform_set(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
- return rt->backbuffer_uniform_set;
-}
-
-void RendererStorageRD::render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- rt->framebuffer_uniform_set = p_uniform_set;
-}
-void RendererStorageRD::render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND(!rt);
- rt->backbuffer_uniform_set = p_uniform_set;
-}
-
-void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
- if (mesh_owner.owns(p_base)) {
- Mesh *mesh = mesh_owner.getornull(p_base);
- p_instance->update_dependency(&mesh->dependency);
- } else if (multimesh_owner.owns(p_base)) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_base);
- p_instance->update_dependency(&multimesh->dependency);
- if (multimesh->mesh.is_valid()) {
- base_update_dependency(multimesh->mesh, p_instance);
- }
- } else if (reflection_probe_owner.owns(p_base)) {
- ReflectionProbe *rp = reflection_probe_owner.getornull(p_base);
- p_instance->update_dependency(&rp->dependency);
- } else if (decal_owner.owns(p_base)) {
- Decal *decal = decal_owner.getornull(p_base);
- p_instance->update_dependency(&decal->dependency);
- } else if (voxel_gi_owner.owns(p_base)) {
- VoxelGI *gip = voxel_gi_owner.getornull(p_base);
- p_instance->update_dependency(&gip->dependency);
- } else if (lightmap_owner.owns(p_base)) {
- Lightmap *lm = lightmap_owner.getornull(p_base);
- p_instance->update_dependency(&lm->dependency);
- } else if (light_owner.owns(p_base)) {
- Light *l = light_owner.getornull(p_base);
- p_instance->update_dependency(&l->dependency);
- } else if (particles_owner.owns(p_base)) {
- Particles *p = particles_owner.getornull(p_base);
- p_instance->update_dependency(&p->dependency);
- } else if (particles_collision_owner.owns(p_base)) {
- ParticlesCollision *pc = particles_collision_owner.getornull(p_base);
- p_instance->update_dependency(&pc->dependency);
- } else if (visibility_notifier_owner.owns(p_base)) {
- VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_base);
- p_instance->update_dependency(&vn->dependency);
- }
-}
-
-void RendererStorageRD::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
- ERR_FAIL_COND(!skeleton);
-
- p_instance->update_dependency(&skeleton->dependency);
-}
-
-RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const {
- if (mesh_owner.owns(p_rid)) {
- return RS::INSTANCE_MESH;
- }
- if (multimesh_owner.owns(p_rid)) {
- return RS::INSTANCE_MULTIMESH;
- }
- if (reflection_probe_owner.owns(p_rid)) {
- return RS::INSTANCE_REFLECTION_PROBE;
- }
- if (decal_owner.owns(p_rid)) {
- return RS::INSTANCE_DECAL;
- }
- if (voxel_gi_owner.owns(p_rid)) {
- return RS::INSTANCE_VOXEL_GI;
- }
- if (light_owner.owns(p_rid)) {
- return RS::INSTANCE_LIGHT;
- }
- if (lightmap_owner.owns(p_rid)) {
- return RS::INSTANCE_LIGHTMAP;
- }
- if (particles_owner.owns(p_rid)) {
- return RS::INSTANCE_PARTICLES;
- }
- if (particles_collision_owner.owns(p_rid)) {
- return RS::INSTANCE_PARTICLES_COLLISION;
- }
- if (visibility_notifier_owner.owns(p_rid)) {
- return RS::INSTANCE_VISIBLITY_NOTIFIER;
- }
-
- return RS::INSTANCE_NONE;
-}
-
-void RendererStorageRD::texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
- if (!decal_atlas.textures.has(p_texture)) {
- DecalAtlas::Texture t;
- t.users = 1;
- t.panorama_to_dp_users = p_panorama_to_dp ? 1 : 0;
- decal_atlas.textures[p_texture] = t;
- decal_atlas.dirty = true;
- } else {
- DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
- t->users++;
- if (p_panorama_to_dp) {
- t->panorama_to_dp_users++;
- }
- }
-}
-
-void RendererStorageRD::texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
- DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
- ERR_FAIL_COND(!t);
- t->users--;
- if (p_panorama_to_dp) {
- ERR_FAIL_COND(t->panorama_to_dp_users == 0);
- t->panorama_to_dp_users--;
- }
- if (t->users == 0) {
- decal_atlas.textures.erase(p_texture);
- //do not mark it dirty, there is no need to since it remains working
- }
-}
-
-RID RendererStorageRD::decal_atlas_get_texture() const {
- return decal_atlas.texture;
-}
-
-RID RendererStorageRD::decal_atlas_get_texture_srgb() const {
- return decal_atlas.texture_srgb;
-}
-
-void RendererStorageRD::_update_decal_atlas() {
- if (!decal_atlas.dirty) {
- return; //nothing to do
- }
-
- decal_atlas.dirty = false;
-
- if (decal_atlas.texture.is_valid()) {
- RD::get_singleton()->free(decal_atlas.texture);
- decal_atlas.texture = RID();
- decal_atlas.texture_srgb = RID();
- decal_atlas.texture_mipmaps.clear();
- }
-
- int border = 1 << decal_atlas.mipmaps;
-
- if (decal_atlas.textures.size()) {
- //generate atlas
- Vector<DecalAtlas::SortItem> itemsv;
- itemsv.resize(decal_atlas.textures.size());
- int base_size = 8;
- const RID *K = nullptr;
-
- int idx = 0;
- while ((K = decal_atlas.textures.next(K))) {
- DecalAtlas::SortItem &si = itemsv.write[idx];
-
- Texture *src_tex = texture_owner.getornull(*K);
-
- si.size.width = (src_tex->width / border) + 1;
- si.size.height = (src_tex->height / border) + 1;
- si.pixel_size = Size2i(src_tex->width, src_tex->height);
-
- if (base_size < si.size.width) {
- base_size = nearest_power_of_2_templated(si.size.width);
- }
-
- si.texture = *K;
- idx++;
- }
-
- //sort items by size
- itemsv.sort();
-
- //attempt to create atlas
- int item_count = itemsv.size();
- DecalAtlas::SortItem *items = itemsv.ptrw();
-
- int atlas_height = 0;
-
- while (true) {
- Vector<int> v_offsetsv;
- v_offsetsv.resize(base_size);
-
- int *v_offsets = v_offsetsv.ptrw();
- memset(v_offsets, 0, sizeof(int) * base_size);
-
- int max_height = 0;
-
- for (int i = 0; i < item_count; i++) {
- //best fit
- DecalAtlas::SortItem &si = items[i];
- int best_idx = -1;
- int best_height = 0x7FFFFFFF;
- for (int j = 0; j <= base_size - si.size.width; j++) {
- int height = 0;
- for (int k = 0; k < si.size.width; k++) {
- int h = v_offsets[k + j];
- if (h > height) {
- height = h;
- if (height > best_height) {
- break; //already bad
- }
- }
- }
-
- if (height < best_height) {
- best_height = height;
- best_idx = j;
- }
- }
-
- //update
- for (int k = 0; k < si.size.width; k++) {
- v_offsets[k + best_idx] = best_height + si.size.height;
- }
-
- si.pos.x = best_idx;
- si.pos.y = best_height;
-
- if (si.pos.y + si.size.height > max_height) {
- max_height = si.pos.y + si.size.height;
- }
- }
-
- if (max_height <= base_size * 2) {
- atlas_height = max_height;
- break; //good ratio, break;
- }
-
- base_size *= 2;
- }
-
- decal_atlas.size.width = base_size * border;
- decal_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
-
- for (int i = 0; i < item_count; i++) {
- DecalAtlas::Texture *t = decal_atlas.textures.getptr(items[i].texture);
- t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2);
- t->uv_rect.size = items[i].pixel_size;
-
- t->uv_rect.position /= Size2(decal_atlas.size);
- t->uv_rect.size /= Size2(decal_atlas.size);
- }
- } else {
- //use border as size, so it at least has enough mipmaps
- decal_atlas.size.width = border;
- decal_atlas.size.height = border;
- }
-
- //blit textures
-
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tformat.width = decal_atlas.size.width;
- tformat.height = decal_atlas.size.height;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_2D;
- tformat.mipmaps = decal_atlas.mipmaps;
- tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_UNORM);
- tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
-
- decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView());
- RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1);
-
- {
- //create the framebuffer
-
- Size2i s = decal_atlas.size;
-
- for (int i = 0; i < decal_atlas.mipmaps; i++) {
- DecalAtlas::MipMap mm;
- mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), decal_atlas.texture, 0, i);
- Vector<RID> fb;
- fb.push_back(mm.texture);
- mm.fb = RD::get_singleton()->framebuffer_create(fb);
- mm.size = s;
- decal_atlas.texture_mipmaps.push_back(mm);
-
- s.width = MAX(1, s.width >> 1);
- s.height = MAX(1, s.height >> 1);
- }
- {
- //create the SRGB variant
- RD::TextureView rd_view;
- rd_view.format_override = RD::DATA_FORMAT_R8G8B8A8_SRGB;
- decal_atlas.texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, decal_atlas.texture);
- }
- }
-
- RID prev_texture;
- for (int i = 0; i < decal_atlas.texture_mipmaps.size(); i++) {
- const DecalAtlas::MipMap &mm = decal_atlas.texture_mipmaps[i];
-
- Color clear_color(0, 0, 0, 0);
-
- if (decal_atlas.textures.size()) {
- if (i == 0) {
- Vector<Color> cc;
- cc.push_back(clear_color);
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(mm.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, cc);
-
- const RID *K = nullptr;
- while ((K = decal_atlas.textures.next(K))) {
- DecalAtlas::Texture *t = decal_atlas.textures.getptr(*K);
- Texture *src_tex = texture_owner.getornull(*K);
- effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
- }
-
- RD::get_singleton()->draw_list_end();
-
- prev_texture = mm.texture;
- } else {
- effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
- prev_texture = mm.texture;
- }
- } else {
- RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1);
- }
- }
-}
-
-int32_t RendererStorageRD::_global_variable_allocate(uint32_t p_elements) {
- int32_t idx = 0;
- while (idx + p_elements <= global_variables.buffer_size) {
- if (global_variables.buffer_usage[idx].elements == 0) {
- bool valid = true;
- for (uint32_t i = 1; i < p_elements; i++) {
- if (global_variables.buffer_usage[idx + i].elements > 0) {
- valid = false;
- idx += i + global_variables.buffer_usage[idx + i].elements;
- break;
- }
- }
-
- if (!valid) {
- continue; //if not valid, idx is in new position
- }
-
- return idx;
- } else {
- idx += global_variables.buffer_usage[idx].elements;
- }
- }
-
- return -1;
-}
-
-void RendererStorageRD::_global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value) {
- switch (p_type) {
- case RS::GLOBAL_VAR_TYPE_BOOL: {
- GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
- bool b = p_value;
- bv.x = b ? 1.0 : 0.0;
- bv.y = 0.0;
- bv.z = 0.0;
- bv.w = 0.0;
-
- } break;
- case RS::GLOBAL_VAR_TYPE_BVEC2: {
- GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
- uint32_t bvec = p_value;
- bv.x = (bvec & 1) ? 1.0 : 0.0;
- bv.y = (bvec & 2) ? 1.0 : 0.0;
- bv.z = 0.0;
- bv.w = 0.0;
- } break;
- case RS::GLOBAL_VAR_TYPE_BVEC3: {
- GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
- uint32_t bvec = p_value;
- bv.x = (bvec & 1) ? 1.0 : 0.0;
- bv.y = (bvec & 2) ? 1.0 : 0.0;
- bv.z = (bvec & 4) ? 1.0 : 0.0;
- bv.w = 0.0;
- } break;
- case RS::GLOBAL_VAR_TYPE_BVEC4: {
- GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
- uint32_t bvec = p_value;
- bv.x = (bvec & 1) ? 1.0 : 0.0;
- bv.y = (bvec & 2) ? 1.0 : 0.0;
- bv.z = (bvec & 4) ? 1.0 : 0.0;
- bv.w = (bvec & 8) ? 1.0 : 0.0;
- } break;
- case RS::GLOBAL_VAR_TYPE_INT: {
- GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
- int32_t v = p_value;
- bv.x = v;
- bv.y = 0;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_IVEC2: {
- GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
- Vector2i v = p_value;
- bv.x = v.x;
- bv.y = v.y;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_IVEC3: {
- GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
- Vector3i v = p_value;
- bv.x = v.x;
- bv.y = v.y;
- bv.z = v.z;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_IVEC4: {
- GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
- Vector<int32_t> v = p_value;
- bv.x = v.size() >= 1 ? v[0] : 0;
- bv.y = v.size() >= 2 ? v[1] : 0;
- bv.z = v.size() >= 3 ? v[2] : 0;
- bv.w = v.size() >= 4 ? v[3] : 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_RECT2I: {
- GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
- Rect2i v = p_value;
- bv.x = v.position.x;
- bv.y = v.position.y;
- bv.z = v.size.x;
- bv.w = v.size.y;
- } break;
- case RS::GLOBAL_VAR_TYPE_UINT: {
- GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
- uint32_t v = p_value;
- bv.x = v;
- bv.y = 0;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_UVEC2: {
- GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
- Vector2i v = p_value;
- bv.x = v.x;
- bv.y = v.y;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_UVEC3: {
- GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
- Vector3i v = p_value;
- bv.x = v.x;
- bv.y = v.y;
- bv.z = v.z;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_UVEC4: {
- GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
- Vector<int32_t> v = p_value;
- bv.x = v.size() >= 1 ? v[0] : 0;
- bv.y = v.size() >= 2 ? v[1] : 0;
- bv.z = v.size() >= 3 ? v[2] : 0;
- bv.w = v.size() >= 4 ? v[3] : 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_FLOAT: {
- GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
- float v = p_value;
- bv.x = v;
- bv.y = 0;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_VEC2: {
- GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
- Vector2 v = p_value;
- bv.x = v.x;
- bv.y = v.y;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_VEC3: {
- GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
- Vector3 v = p_value;
- bv.x = v.x;
- bv.y = v.y;
- bv.z = v.z;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_VEC4: {
- GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
- Plane v = p_value;
- bv.x = v.normal.x;
- bv.y = v.normal.y;
- bv.z = v.normal.z;
- bv.w = v.d;
- } break;
- case RS::GLOBAL_VAR_TYPE_COLOR: {
- GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
- Color v = p_value;
- bv.x = v.r;
- bv.y = v.g;
- bv.z = v.b;
- bv.w = v.a;
-
- GlobalVariables::Value &bv_linear = global_variables.buffer_values[p_index + 1];
- v = v.to_linear();
- bv_linear.x = v.r;
- bv_linear.y = v.g;
- bv_linear.z = v.b;
- bv_linear.w = v.a;
-
- } break;
- case RS::GLOBAL_VAR_TYPE_RECT2: {
- GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
- Rect2 v = p_value;
- bv.x = v.position.x;
- bv.y = v.position.y;
- bv.z = v.size.x;
- bv.w = v.size.y;
- } break;
- case RS::GLOBAL_VAR_TYPE_MAT2: {
- GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
- Vector<float> m2 = p_value;
- if (m2.size() < 4) {
- m2.resize(4);
- }
- bv[0].x = m2[0];
- bv[0].y = m2[1];
- bv[0].z = 0;
- bv[0].w = 0;
-
- bv[1].x = m2[2];
- bv[1].y = m2[3];
- bv[1].z = 0;
- bv[1].w = 0;
-
- } break;
- case RS::GLOBAL_VAR_TYPE_MAT3: {
- GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
- Basis v = p_value;
- bv[0].x = v.elements[0][0];
- bv[0].y = v.elements[1][0];
- bv[0].z = v.elements[2][0];
- bv[0].w = 0;
-
- bv[1].x = v.elements[0][1];
- bv[1].y = v.elements[1][1];
- bv[1].z = v.elements[2][1];
- bv[1].w = 0;
-
- bv[2].x = v.elements[0][2];
- bv[2].y = v.elements[1][2];
- bv[2].z = v.elements[2][2];
- bv[2].w = 0;
-
- } break;
- case RS::GLOBAL_VAR_TYPE_MAT4: {
- GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
-
- Vector<float> m2 = p_value;
- if (m2.size() < 16) {
- m2.resize(16);
- }
-
- bv[0].x = m2[0];
- bv[0].y = m2[1];
- bv[0].z = m2[2];
- bv[0].w = m2[3];
-
- bv[1].x = m2[4];
- bv[1].y = m2[5];
- bv[1].z = m2[6];
- bv[1].w = m2[7];
-
- bv[2].x = m2[8];
- bv[2].y = m2[9];
- bv[2].z = m2[10];
- bv[2].w = m2[11];
-
- bv[3].x = m2[12];
- bv[3].y = m2[13];
- bv[3].z = m2[14];
- bv[3].w = m2[15];
-
- } break;
- case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
- GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
- Transform2D v = p_value;
- bv[0].x = v.elements[0][0];
- bv[0].y = v.elements[0][1];
- bv[0].z = 0;
- bv[0].w = 0;
-
- bv[1].x = v.elements[1][0];
- bv[1].y = v.elements[1][1];
- bv[1].z = 0;
- bv[1].w = 0;
-
- bv[2].x = v.elements[2][0];
- bv[2].y = v.elements[2][1];
- bv[2].z = 1;
- bv[2].w = 0;
-
- } break;
- case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
- GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
- Transform3D v = p_value;
- bv[0].x = v.basis.elements[0][0];
- bv[0].y = v.basis.elements[1][0];
- bv[0].z = v.basis.elements[2][0];
- bv[0].w = 0;
-
- bv[1].x = v.basis.elements[0][1];
- bv[1].y = v.basis.elements[1][1];
- bv[1].z = v.basis.elements[2][1];
- bv[1].w = 0;
-
- bv[2].x = v.basis.elements[0][2];
- bv[2].y = v.basis.elements[1][2];
- bv[2].z = v.basis.elements[2][2];
- bv[2].w = 0;
-
- bv[3].x = v.origin.x;
- bv[3].y = v.origin.y;
- bv[3].z = v.origin.z;
- bv[3].w = 1;
-
- } break;
- default: {
- ERR_FAIL();
- }
- }
-}
-
-void RendererStorageRD::_global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
- int32_t prev_chunk = -1;
-
- for (int32_t i = 0; i < p_elements; i++) {
- int32_t chunk = (p_index + i) / GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
- if (chunk != prev_chunk) {
- if (!global_variables.buffer_dirty_regions[chunk]) {
- global_variables.buffer_dirty_regions[chunk] = true;
- global_variables.buffer_dirty_region_count++;
- }
- }
-
- prev_chunk = chunk;
- }
-}
-
-void RendererStorageRD::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
- ERR_FAIL_COND(global_variables.variables.has(p_name));
- GlobalVariables::Variable gv;
- gv.type = p_type;
- gv.value = p_value;
- gv.buffer_index = -1;
-
- if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
- //is texture
- global_variables.must_update_texture_materials = true; //normally there are none
- } else {
- gv.buffer_elements = 1;
- if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
- //color needs to elements to store srgb and linear
- gv.buffer_elements = 2;
- }
- if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
- //color needs to elements to store srgb and linear
- gv.buffer_elements = 3;
- }
- if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
- //color needs to elements to store srgb and linear
- gv.buffer_elements = 4;
- }
-
- //is vector, allocate in buffer and update index
- gv.buffer_index = _global_variable_allocate(gv.buffer_elements);
- ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name)));
- global_variables.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
- _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
- _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
-
- global_variables.must_update_buffer_materials = true; //normally there are none
- }
-
- global_variables.variables[p_name] = gv;
-}
-
-void RendererStorageRD::global_variable_remove(const StringName &p_name) {
- if (!global_variables.variables.has(p_name)) {
- return;
- }
- GlobalVariables::Variable &gv = global_variables.variables[p_name];
-
- if (gv.buffer_index >= 0) {
- global_variables.buffer_usage[gv.buffer_index].elements = 0;
- global_variables.must_update_buffer_materials = true;
- } else {
- global_variables.must_update_texture_materials = true;
- }
-
- global_variables.variables.erase(p_name);
-}
-
-Vector<StringName> RendererStorageRD::global_variable_get_list() const {
- if (!Engine::get_singleton()->is_editor_hint()) {
- ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
- }
-
- const StringName *K = nullptr;
- Vector<StringName> names;
- while ((K = global_variables.variables.next(K))) {
- names.push_back(*K);
- }
- names.sort_custom<StringName::AlphCompare>();
- return names;
-}
-
-void RendererStorageRD::global_variable_set(const StringName &p_name, const Variant &p_value) {
- ERR_FAIL_COND(!global_variables.variables.has(p_name));
- GlobalVariables::Variable &gv = global_variables.variables[p_name];
- gv.value = p_value;
- if (gv.override.get_type() == Variant::NIL) {
- if (gv.buffer_index >= 0) {
- //buffer
- _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
- _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
- } else {
- //texture
- for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
- Material *material = material_owner.getornull(E->get());
- ERR_CONTINUE(!material);
- _material_queue_update(material, false, true);
- }
- }
- }
-}
-
-void RendererStorageRD::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
- if (!global_variables.variables.has(p_name)) {
- return; //variable may not exist
- }
-
- ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
-
- GlobalVariables::Variable &gv = global_variables.variables[p_name];
-
- gv.override = p_value;
-
- if (gv.buffer_index >= 0) {
- //buffer
- if (gv.override.get_type() == Variant::NIL) {
- _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
- } else {
- _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.override);
- }
-
- _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
- } else {
- //texture
- for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
- Material *material = material_owner.getornull(E->get());
- ERR_CONTINUE(!material);
- _material_queue_update(material, false, true);
- }
- }
-}
-
-Variant RendererStorageRD::global_variable_get(const StringName &p_name) const {
- if (!Engine::get_singleton()->is_editor_hint()) {
- ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
- }
-
- if (!global_variables.variables.has(p_name)) {
- return Variant();
- }
-
- return global_variables.variables[p_name].value;
-}
-
-RS::GlobalVariableType RendererStorageRD::global_variable_get_type_internal(const StringName &p_name) const {
- if (!global_variables.variables.has(p_name)) {
- return RS::GLOBAL_VAR_TYPE_MAX;
- }
-
- return global_variables.variables[p_name].type;
-}
-
-RS::GlobalVariableType RendererStorageRD::global_variable_get_type(const StringName &p_name) const {
- if (!Engine::get_singleton()->is_editor_hint()) {
- ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
- }
-
- return global_variable_get_type_internal(p_name);
-}
-
-void RendererStorageRD::global_variables_load_settings(bool p_load_textures) {
- List<PropertyInfo> settings;
- ProjectSettings::get_singleton()->get_property_list(&settings);
-
- for (const PropertyInfo &E : settings) {
- if (E.name.begins_with("shader_globals/")) {
- StringName name = E.name.get_slice("/", 1);
- Dictionary d = ProjectSettings::get_singleton()->get(E.name);
-
- ERR_CONTINUE(!d.has("type"));
- ERR_CONTINUE(!d.has("value"));
-
- String type = d["type"];
-
- static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {
- "bool",
- "bvec2",
- "bvec3",
- "bvec4",
- "int",
- "ivec2",
- "ivec3",
- "ivec4",
- "rect2i",
- "uint",
- "uvec2",
- "uvec3",
- "uvec4",
- "float",
- "vec2",
- "vec3",
- "vec4",
- "color",
- "rect2",
- "mat2",
- "mat3",
- "mat4",
- "transform_2d",
- "transform",
- "sampler2D",
- "sampler2DArray",
- "sampler3D",
- "samplerCube",
- };
-
- RS::GlobalVariableType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
-
- for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
- if (global_var_type_names[i] == type) {
- gvtype = RS::GlobalVariableType(i);
- break;
- }
- }
-
- ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid
-
- Variant value = d["value"];
-
- if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
- //textire
- if (!p_load_textures) {
- value = RID();
- continue;
- }
-
- String path = value;
- RES resource = ResourceLoader::load(path);
- ERR_CONTINUE(resource.is_null());
- value = resource;
- }
-
- if (global_variables.variables.has(name)) {
- //has it, update it
- global_variable_set(name, value);
- } else {
- global_variable_add(name, gvtype, value);
- }
- }
- }
-}
-
-void RendererStorageRD::global_variables_clear() {
- global_variables.variables.clear(); //not right but for now enough
-}
-
-RID RendererStorageRD::global_variables_get_storage_buffer() const {
- return global_variables.buffer;
-}
-
-int32_t RendererStorageRD::global_variables_instance_allocate(RID p_instance) {
- ERR_FAIL_COND_V(global_variables.instance_buffer_pos.has(p_instance), -1);
- int32_t pos = _global_variable_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
- global_variables.instance_buffer_pos[p_instance] = pos; //save anyway
- ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
- global_variables.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
- return pos;
-}
-
-void RendererStorageRD::global_variables_instance_free(RID p_instance) {
- ERR_FAIL_COND(!global_variables.instance_buffer_pos.has(p_instance));
- int32_t pos = global_variables.instance_buffer_pos[p_instance];
- if (pos >= 0) {
- global_variables.buffer_usage[pos].elements = 0;
- }
- global_variables.instance_buffer_pos.erase(p_instance);
-}
-
-void RendererStorageRD::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
- if (!global_variables.instance_buffer_pos.has(p_instance)) {
- return; //just not allocated, ignore
- }
- int32_t pos = global_variables.instance_buffer_pos[p_instance];
-
- if (pos < 0) {
- return; //again, not allocated, ignore
- }
- ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
- ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
-
- ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
- ShaderLanguage::TYPE_MAX, //nil
- ShaderLanguage::TYPE_BOOL, //bool
- ShaderLanguage::TYPE_INT, //int
- ShaderLanguage::TYPE_FLOAT, //float
- ShaderLanguage::TYPE_MAX, //string
- ShaderLanguage::TYPE_VEC2, //vec2
- ShaderLanguage::TYPE_IVEC2, //vec2i
- ShaderLanguage::TYPE_VEC4, //rect2
- ShaderLanguage::TYPE_IVEC4, //rect2i
- ShaderLanguage::TYPE_VEC3, // vec3
- ShaderLanguage::TYPE_IVEC3, //vec3i
- ShaderLanguage::TYPE_MAX, //xform2d not supported here
- ShaderLanguage::TYPE_VEC4, //plane
- ShaderLanguage::TYPE_VEC4, //quat
- ShaderLanguage::TYPE_MAX, //aabb not supported here
- ShaderLanguage::TYPE_MAX, //basis not supported here
- ShaderLanguage::TYPE_MAX, //xform not supported here
- ShaderLanguage::TYPE_VEC4 //color
- };
-
- ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()];
-
- ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
-
- pos += p_index;
-
- _fill_std140_variant_ubo_value(datatype, p_value, (uint8_t *)&global_variables.buffer_values[pos], true); //instances always use linear color in this renderer
- _global_variable_mark_buffer_dirty(pos, 1);
-}
-
-void RendererStorageRD::_update_global_variables() {
- if (global_variables.buffer_dirty_region_count > 0) {
- uint32_t total_regions = global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
- if (total_regions / global_variables.buffer_dirty_region_count <= 4) {
- // 25% of regions dirty, just update all buffer
- RD::get_singleton()->buffer_update(global_variables.buffer, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size, global_variables.buffer_values);
- memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
- } else {
- uint32_t region_byte_size = sizeof(GlobalVariables::Value) * GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
-
- for (uint32_t i = 0; i < total_regions; i++) {
- if (global_variables.buffer_dirty_regions[i]) {
- RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, global_variables.buffer_values);
-
- global_variables.buffer_dirty_regions[i] = false;
- }
- }
- }
-
- global_variables.buffer_dirty_region_count = 0;
- }
-
- if (global_variables.must_update_buffer_materials) {
- // only happens in the case of a buffer variable added or removed,
- // so not often.
- for (const RID &E : global_variables.materials_using_buffer) {
- Material *material = material_owner.getornull(E);
- ERR_CONTINUE(!material); //wtf
-
- _material_queue_update(material, true, false);
- }
-
- global_variables.must_update_buffer_materials = false;
- }
-
- if (global_variables.must_update_texture_materials) {
- // only happens in the case of a buffer variable added or removed,
- // so not often.
- for (const RID &E : global_variables.materials_using_texture) {
- Material *material = material_owner.getornull(E);
- ERR_CONTINUE(!material); //wtf
-
- _material_queue_update(material, false, true);
- print_line("update material texture?");
- }
-
- global_variables.must_update_texture_materials = false;
- }
-}
-
-void RendererStorageRD::update_dirty_resources() {
- _update_global_variables(); //must do before materials, so it can queue them for update
- _update_queued_materials();
- _update_dirty_multimeshes();
- _update_dirty_skeletons();
- _update_decal_atlas();
-}
-
-bool RendererStorageRD::has_os_feature(const String &p_feature) const {
- if (p_feature == "rgtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
- return true;
- }
-
- if (p_feature == "s3tc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
- return true;
- }
-
- if (p_feature == "bptc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
- return true;
- }
-
- if ((p_feature == "etc" || p_feature == "etc2") && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
- return true;
- }
-
- if (p_feature == "pvrtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
- return true;
- }
-
- return false;
-}
-
-bool RendererStorageRD::free(RID p_rid) {
- if (texture_owner.owns(p_rid)) {
- Texture *t = texture_owner.getornull(p_rid);
-
- ERR_FAIL_COND_V(!t, false);
- ERR_FAIL_COND_V(t->is_render_target, false);
-
- if (RD::get_singleton()->texture_is_valid(t->rd_texture_srgb)) {
- //erase this first, as it's a dependency of the one below
- RD::get_singleton()->free(t->rd_texture_srgb);
- }
- if (RD::get_singleton()->texture_is_valid(t->rd_texture)) {
- RD::get_singleton()->free(t->rd_texture);
- }
-
- if (t->is_proxy && t->proxy_to.is_valid()) {
- Texture *proxy_to = texture_owner.getornull(t->proxy_to);
- if (proxy_to) {
- proxy_to->proxies.erase(p_rid);
- }
- }
-
- if (decal_atlas.textures.has(p_rid)) {
- decal_atlas.textures.erase(p_rid);
- //there is not much a point of making it dirty, just let it be.
- }
-
- for (int i = 0; i < t->proxies.size(); i++) {
- Texture *p = texture_owner.getornull(t->proxies[i]);
- ERR_CONTINUE(!p);
- p->proxy_to = RID();
- p->rd_texture = RID();
- p->rd_texture_srgb = RID();
- }
-
- if (t->canvas_texture) {
- memdelete(t->canvas_texture);
- }
- texture_owner.free(p_rid);
-
- } else if (canvas_texture_owner.owns(p_rid)) {
- canvas_texture_owner.free(p_rid);
- } else if (shader_owner.owns(p_rid)) {
- Shader *shader = shader_owner.getornull(p_rid);
- //make material unreference this
- while (shader->owners.size()) {
- material_set_shader(shader->owners.front()->get()->self, RID());
- }
- //clear data if exists
- if (shader->data) {
- memdelete(shader->data);
- }
- shader_owner.free(p_rid);
-
- } else if (material_owner.owns(p_rid)) {
- Material *material = material_owner.getornull(p_rid);
- material_set_shader(p_rid, RID()); //clean up shader
- material->dependency.deleted_notify(p_rid);
-
- material_owner.free(p_rid);
- } else if (mesh_owner.owns(p_rid)) {
- mesh_clear(p_rid);
- mesh_set_shadow_mesh(p_rid, RID());
- Mesh *mesh = mesh_owner.getornull(p_rid);
- mesh->dependency.deleted_notify(p_rid);
- if (mesh->instances.size()) {
- ERR_PRINT("deleting mesh with active instances");
- }
- if (mesh->shadow_owners.size()) {
- for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
- Mesh *shadow_owner = E->get();
- shadow_owner->shadow_mesh = RID();
- shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
- }
- }
- mesh_owner.free(p_rid);
- } else if (mesh_instance_owner.owns(p_rid)) {
- MeshInstance *mi = mesh_instance_owner.getornull(p_rid);
- _mesh_instance_clear(mi);
- mi->mesh->instances.erase(mi->I);
- mi->I = nullptr;
-
- mesh_instance_owner.free(p_rid);
-
- } else if (multimesh_owner.owns(p_rid)) {
- _update_dirty_multimeshes();
- multimesh_allocate_data(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
- MultiMesh *multimesh = multimesh_owner.getornull(p_rid);
- multimesh->dependency.deleted_notify(p_rid);
- multimesh_owner.free(p_rid);
- } else if (skeleton_owner.owns(p_rid)) {
- _update_dirty_skeletons();
- skeleton_allocate_data(p_rid, 0);
- Skeleton *skeleton = skeleton_owner.getornull(p_rid);
- skeleton->dependency.deleted_notify(p_rid);
- skeleton_owner.free(p_rid);
- } else if (reflection_probe_owner.owns(p_rid)) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_rid);
- reflection_probe->dependency.deleted_notify(p_rid);
- reflection_probe_owner.free(p_rid);
- } else if (decal_owner.owns(p_rid)) {
- Decal *decal = decal_owner.getornull(p_rid);
- for (int i = 0; i < RS::DECAL_TEXTURE_MAX; i++) {
- if (decal->textures[i].is_valid() && texture_owner.owns(decal->textures[i])) {
- texture_remove_from_decal_atlas(decal->textures[i]);
- }
- }
- decal->dependency.deleted_notify(p_rid);
- decal_owner.free(p_rid);
- } else if (voxel_gi_owner.owns(p_rid)) {
- voxel_gi_allocate_data(p_rid, Transform3D(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_rid);
- voxel_gi->dependency.deleted_notify(p_rid);
- voxel_gi_owner.free(p_rid);
- } else if (lightmap_owner.owns(p_rid)) {
- lightmap_set_textures(p_rid, RID(), false);
- Lightmap *lightmap = lightmap_owner.getornull(p_rid);
- lightmap->dependency.deleted_notify(p_rid);
- lightmap_owner.free(p_rid);
-
- } else if (light_owner.owns(p_rid)) {
- light_set_projector(p_rid, RID()); //clear projector
- // delete the texture
- Light *light = light_owner.getornull(p_rid);
- light->dependency.deleted_notify(p_rid);
- light_owner.free(p_rid);
-
- } else if (particles_owner.owns(p_rid)) {
- update_particles();
- Particles *particles = particles_owner.getornull(p_rid);
- particles->dependency.deleted_notify(p_rid);
- _particles_free_data(particles);
- particles_owner.free(p_rid);
- } else if (particles_collision_owner.owns(p_rid)) {
- ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_rid);
-
- if (particles_collision->heightfield_texture.is_valid()) {
- RD::get_singleton()->free(particles_collision->heightfield_texture);
- }
- particles_collision->dependency.deleted_notify(p_rid);
- particles_collision_owner.free(p_rid);
- } else if (visibility_notifier_owner.owns(p_rid)) {
- VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_rid);
- vn->dependency.deleted_notify(p_rid);
- visibility_notifier_owner.free(p_rid);
- } else if (particles_collision_instance_owner.owns(p_rid)) {
- particles_collision_instance_owner.free(p_rid);
- } else if (render_target_owner.owns(p_rid)) {
- RenderTarget *rt = render_target_owner.getornull(p_rid);
-
- _clear_render_target(rt);
-
- if (rt->texture.is_valid()) {
- Texture *tex = texture_owner.getornull(rt->texture);
- tex->is_render_target = false;
- free(rt->texture);
- }
-
- render_target_owner.free(p_rid);
- } else {
- return false;
- }
-
- return true;
-}
-
-void RendererStorageRD::init_effects(bool p_prefer_raster_effects) {
- effects = memnew(EffectsRD(p_prefer_raster_effects));
-}
-
-EffectsRD *RendererStorageRD::get_effects() {
- ERR_FAIL_NULL_V_MSG(effects, nullptr, "Effects haven't been initialised yet.");
- return effects;
-}
-
-void RendererStorageRD::capture_timestamps_begin() {
- RD::get_singleton()->capture_timestamp("Frame Begin");
-}
-
-void RendererStorageRD::capture_timestamp(const String &p_name) {
- RD::get_singleton()->capture_timestamp(p_name);
-}
-
-uint32_t RendererStorageRD::get_captured_timestamps_count() const {
- return RD::get_singleton()->get_captured_timestamps_count();
-}
-
-uint64_t RendererStorageRD::get_captured_timestamps_frame() const {
- return RD::get_singleton()->get_captured_timestamps_frame();
-}
-
-uint64_t RendererStorageRD::get_captured_timestamp_gpu_time(uint32_t p_index) const {
- return RD::get_singleton()->get_captured_timestamp_gpu_time(p_index);
-}
-
-uint64_t RendererStorageRD::get_captured_timestamp_cpu_time(uint32_t p_index) const {
- return RD::get_singleton()->get_captured_timestamp_cpu_time(p_index);
-}
-
-String RendererStorageRD::get_captured_timestamp_name(uint32_t p_index) const {
- return RD::get_singleton()->get_captured_timestamp_name(p_index);
-}
-
-void RendererStorageRD::update_memory_info() {
- texture_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TEXTURES);
- buffer_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_BUFFERS);
- total_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TOTAL);
-}
-uint64_t RendererStorageRD::get_rendering_info(RS::RenderingInfo p_info) {
- if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
- return texture_mem_cache;
- } else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
- return buffer_mem_cache;
- } else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) {
- return total_mem_cache;
- }
- return 0;
-}
-
-String RendererStorageRD::get_video_adapter_name() const {
- return RenderingDevice::get_singleton()->get_device_name();
-}
-String RendererStorageRD::get_video_adapter_vendor() const {
- return RenderingDevice::get_singleton()->get_device_vendor_name();
-}
-
-RendererStorageRD *RendererStorageRD::base_singleton = nullptr;
-
-RendererStorageRD::RendererStorageRD() {
- base_singleton = this;
-
- for (int i = 0; i < SHADER_TYPE_MAX; i++) {
- shader_data_request_func[i] = nullptr;
- }
-
- static_assert(sizeof(GlobalVariables::Value) == 16);
-
- global_variables.buffer_size = GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size");
- global_variables.buffer_size = MAX(4096, global_variables.buffer_size);
- global_variables.buffer_values = memnew_arr(GlobalVariables::Value, global_variables.buffer_size);
- memset(global_variables.buffer_values, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size);
- global_variables.buffer_usage = memnew_arr(GlobalVariables::ValueUsage, global_variables.buffer_size);
- global_variables.buffer_dirty_regions = memnew_arr(bool, global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
- memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
- global_variables.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalVariables::Value) * global_variables.buffer_size);
-
- { //create default textures
-
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tformat.width = 4;
- tformat.height = 4;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_2D;
-
- Vector<uint8_t> pv;
- pv.resize(16 * 4);
- for (int i = 0; i < 16; i++) {
- pv.set(i * 4 + 0, 255);
- pv.set(i * 4 + 1, 255);
- pv.set(i * 4 + 2, 255);
- pv.set(i * 4 + 3, 255);
- }
-
- {
- Vector<Vector<uint8_t>> vpv;
- vpv.push_back(pv);
- default_rd_textures[DEFAULT_RD_TEXTURE_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- }
-
- for (int i = 0; i < 16; i++) {
- pv.set(i * 4 + 0, 0);
- pv.set(i * 4 + 1, 0);
- pv.set(i * 4 + 2, 0);
- pv.set(i * 4 + 3, 255);
- }
-
- {
- Vector<Vector<uint8_t>> vpv;
- vpv.push_back(pv);
- default_rd_textures[DEFAULT_RD_TEXTURE_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
-
- //take the chance and initialize decal atlas to something
- decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- decal_atlas.texture_srgb = decal_atlas.texture;
- }
-
- for (int i = 0; i < 16; i++) {
- pv.set(i * 4 + 0, 128);
- pv.set(i * 4 + 1, 128);
- pv.set(i * 4 + 2, 255);
- pv.set(i * 4 + 3, 255);
- }
-
- {
- Vector<Vector<uint8_t>> vpv;
- vpv.push_back(pv);
- default_rd_textures[DEFAULT_RD_TEXTURE_NORMAL] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- }
-
- for (int i = 0; i < 16; i++) {
- pv.set(i * 4 + 0, 255);
- pv.set(i * 4 + 1, 128);
- pv.set(i * 4 + 2, 255);
- pv.set(i * 4 + 3, 255);
- }
-
- {
- Vector<Vector<uint8_t>> vpv;
- vpv.push_back(pv);
- default_rd_textures[DEFAULT_RD_TEXTURE_ANISO] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- }
-
- for (int i = 0; i < 16; i++) {
- pv.set(i * 4 + 0, 0);
- pv.set(i * 4 + 1, 0);
- pv.set(i * 4 + 2, 0);
- pv.set(i * 4 + 3, 0);
- }
-
- default_rd_textures[DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER] = RD::get_singleton()->texture_buffer_create(16, RD::DATA_FORMAT_R8G8B8A8_UNORM, pv);
-
- for (int i = 0; i < 16; i++) {
- pv.set(i * 4 + 0, 0);
- pv.set(i * 4 + 1, 0);
- pv.set(i * 4 + 2, 0);
- pv.set(i * 4 + 3, 0);
- }
-
- {
- tformat.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
- Vector<Vector<uint8_t>> vpv;
- vpv.push_back(pv);
- default_rd_textures[DEFAULT_RD_TEXTURE_2D_UINT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- }
- }
-
- { //create default cubemap
-
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tformat.width = 4;
- tformat.height = 4;
- tformat.array_layers = 6;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
-
- Vector<uint8_t> pv;
- pv.resize(16 * 4);
- for (int i = 0; i < 16; i++) {
- pv.set(i * 4 + 0, 0);
- pv.set(i * 4 + 1, 0);
- pv.set(i * 4 + 2, 0);
- pv.set(i * 4 + 3, 0);
- }
-
- {
- Vector<Vector<uint8_t>> vpv;
- for (int i = 0; i < 6; i++) {
- vpv.push_back(pv);
- }
- default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- }
- }
-
- { //create default cubemap array
-
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tformat.width = 4;
- tformat.height = 4;
- tformat.array_layers = 6;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_CUBE;
-
- Vector<uint8_t> pv;
- pv.resize(16 * 4);
- for (int i = 0; i < 16; i++) {
- pv.set(i * 4 + 0, 0);
- pv.set(i * 4 + 1, 0);
- pv.set(i * 4 + 2, 0);
- pv.set(i * 4 + 3, 0);
- }
-
- {
- Vector<Vector<uint8_t>> vpv;
- for (int i = 0; i < 6; i++) {
- vpv.push_back(pv);
- }
- default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- }
- }
-
- { //create default cubemap white array
-
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tformat.width = 4;
- tformat.height = 4;
- tformat.array_layers = 6;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_CUBE;
-
- Vector<uint8_t> pv;
- pv.resize(16 * 4);
- for (int i = 0; i < 16; i++) {
- pv.set(i * 4 + 0, 255);
- pv.set(i * 4 + 1, 255);
- pv.set(i * 4 + 2, 255);
- pv.set(i * 4 + 3, 255);
- }
-
- {
- Vector<Vector<uint8_t>> vpv;
- for (int i = 0; i < 6; i++) {
- vpv.push_back(pv);
- }
- default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- }
- }
-
- { //create default 3D
-
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tformat.width = 4;
- tformat.height = 4;
- tformat.depth = 4;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_3D;
-
- Vector<uint8_t> pv;
- pv.resize(64 * 4);
- for (int i = 0; i < 64; i++) {
- pv.set(i * 4 + 0, 0);
- pv.set(i * 4 + 1, 0);
- pv.set(i * 4 + 2, 0);
- pv.set(i * 4 + 3, 0);
- }
-
- {
- Vector<Vector<uint8_t>> vpv;
- vpv.push_back(pv);
- default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- }
- }
-
- { //create default array
-
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tformat.width = 4;
- tformat.height = 4;
- tformat.array_layers = 1;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
-
- Vector<uint8_t> pv;
- pv.resize(16 * 4);
- for (int i = 0; i < 16; i++) {
- pv.set(i * 4 + 0, 255);
- pv.set(i * 4 + 1, 255);
- pv.set(i * 4 + 2, 255);
- pv.set(i * 4 + 3, 255);
- }
-
- {
- Vector<Vector<uint8_t>> vpv;
- vpv.push_back(pv);
- default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
- }
- }
-
- //default samplers
- for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
- for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
- RD::SamplerState sampler_state;
- switch (i) {
- case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.max_lod = 0;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.max_lod = 0;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
- if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
- sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
- } else {
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
- }
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
- sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
- } else {
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
- }
-
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
- if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
- sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
- } else {
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
- }
- sampler_state.use_anisotropy = true;
- sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
- sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
- } else {
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
- }
- sampler_state.use_anisotropy = true;
- sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
-
- } break;
- default: {
- }
- }
- switch (j) {
- case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
- sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
- sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
- sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
-
- } break;
- case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
- sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
- sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
- sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
- sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- } break;
- default: {
- }
- }
-
- default_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
- }
- }
-
- //default rd buffers
- {
- Vector<uint8_t> buffer;
- {
- buffer.resize(sizeof(float) * 3);
- {
- uint8_t *w = buffer.ptrw();
- float *fptr = (float *)w;
- fptr[0] = 0.0;
- fptr[1] = 0.0;
- fptr[2] = 0.0;
- }
- mesh_default_rd_buffers[DEFAULT_RD_BUFFER_VERTEX] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
- }
-
- { //normal
- buffer.resize(sizeof(float) * 3);
- {
- uint8_t *w = buffer.ptrw();
- float *fptr = (float *)w;
- fptr[0] = 1.0;
- fptr[1] = 0.0;
- fptr[2] = 0.0;
- }
- mesh_default_rd_buffers[DEFAULT_RD_BUFFER_NORMAL] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
- }
-
- { //tangent
- buffer.resize(sizeof(float) * 4);
- {
- uint8_t *w = buffer.ptrw();
- float *fptr = (float *)w;
- fptr[0] = 1.0;
- fptr[1] = 0.0;
- fptr[2] = 0.0;
- fptr[3] = 0.0;
- }
- mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TANGENT] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
- }
-
- { //color
- buffer.resize(sizeof(float) * 4);
- {
- uint8_t *w = buffer.ptrw();
- float *fptr = (float *)w;
- fptr[0] = 1.0;
- fptr[1] = 1.0;
- fptr[2] = 1.0;
- fptr[3] = 1.0;
- }
- mesh_default_rd_buffers[DEFAULT_RD_BUFFER_COLOR] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
- }
-
- { //tex uv 1
- buffer.resize(sizeof(float) * 2);
- {
- uint8_t *w = buffer.ptrw();
- float *fptr = (float *)w;
- fptr[0] = 0.0;
- fptr[1] = 0.0;
- }
- mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
- }
- { //tex uv 2
- buffer.resize(sizeof(float) * 2);
- {
- uint8_t *w = buffer.ptrw();
- float *fptr = (float *)w;
- fptr[0] = 0.0;
- fptr[1] = 0.0;
- }
- mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV2] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
- }
-
- for (int i = 0; i < RS::ARRAY_CUSTOM_COUNT; i++) {
- buffer.resize(sizeof(float) * 4);
- {
- uint8_t *w = buffer.ptrw();
- float *fptr = (float *)w;
- fptr[0] = 0.0;
- fptr[1] = 0.0;
- fptr[2] = 0.0;
- fptr[3] = 0.0;
- }
- mesh_default_rd_buffers[DEFAULT_RD_BUFFER_CUSTOM0 + i] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
- }
-
- { //bones
- buffer.resize(sizeof(uint32_t) * 4);
- {
- uint8_t *w = buffer.ptrw();
- uint32_t *fptr = (uint32_t *)w;
- fptr[0] = 0;
- fptr[1] = 0;
- fptr[2] = 0;
- fptr[3] = 0;
- }
- mesh_default_rd_buffers[DEFAULT_RD_BUFFER_BONES] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
- }
-
- { //weights
- buffer.resize(sizeof(float) * 4);
- {
- uint8_t *w = buffer.ptrw();
- float *fptr = (float *)w;
- fptr[0] = 0.0;
- fptr[1] = 0.0;
- fptr[2] = 0.0;
- fptr[3] = 0.0;
- }
- mesh_default_rd_buffers[DEFAULT_RD_BUFFER_WEIGHTS] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
- }
- }
-
- using_lightmap_array = true; // high end
- if (using_lightmap_array) {
- uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
-
- if (textures_per_stage <= 256) {
- lightmap_textures.resize(32);
- } else {
- lightmap_textures.resize(1024);
- }
-
- for (int i = 0; i < lightmap_textures.size(); i++) {
- lightmap_textures.write[i] = default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE];
- }
- }
-
- lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
-
- /* Particles */
-
- {
- // Initialize particles
- Vector<String> particles_modes;
- particles_modes.push_back("");
- particles_shader.shader.initialize(particles_modes, String());
- }
- shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
- material_set_data_request_function(RendererStorageRD::SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
-
- {
- ShaderCompilerRD::DefaultIdentifierActions actions;
-
- actions.renames["COLOR"] = "PARTICLE.color";
- actions.renames["VELOCITY"] = "PARTICLE.velocity";
- //actions.renames["MASS"] = "mass"; ?
- actions.renames["ACTIVE"] = "particle_active";
- actions.renames["RESTART"] = "restart";
- actions.renames["CUSTOM"] = "PARTICLE.custom";
- actions.renames["TRANSFORM"] = "PARTICLE.xform";
- actions.renames["TIME"] = "FRAME.time";
- actions.renames["PI"] = _MKSTR(Math_PI);
- actions.renames["TAU"] = _MKSTR(Math_TAU);
- actions.renames["E"] = _MKSTR(Math_E);
- actions.renames["LIFETIME"] = "params.lifetime";
- actions.renames["DELTA"] = "local_delta";
- actions.renames["NUMBER"] = "particle_number";
- actions.renames["INDEX"] = "index";
- //actions.renames["GRAVITY"] = "current_gravity";
- actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform";
- actions.renames["RANDOM_SEED"] = "FRAME.random_seed";
- actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
- actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
- actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
- actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR";
- actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM";
- actions.renames["RESTART_POSITION"] = "restart_position";
- actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";
- actions.renames["RESTART_VELOCITY"] = "restart_velocity";
- actions.renames["RESTART_COLOR"] = "restart_color";
- actions.renames["RESTART_CUSTOM"] = "restart_custom";
- actions.renames["emit_subparticle"] = "emit_subparticle";
- actions.renames["COLLIDED"] = "collided";
- actions.renames["COLLISION_NORMAL"] = "collision_normal";
- actions.renames["COLLISION_DEPTH"] = "collision_depth";
- actions.renames["ATTRACTOR_FORCE"] = "attractor_force";
-
- actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
- actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
- actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
- actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n";
-
- actions.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = 3;
- actions.base_uniform_string = "material.";
- actions.base_varying_index = 10;
-
- actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
- actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
- actions.global_buffer_array_variable = "global_variables.data";
-
- particles_shader.compiler.initialize(actions);
- }
-
- {
- // default material and shader for particles shader
- particles_shader.default_shader = shader_allocate();
- shader_initialize(particles_shader.default_shader);
- shader_set_code(particles_shader.default_shader, R"(
-// Default particles shader.
-
-shader_type particles;
-
-void process() {
- COLOR = vec4(1.0);
-}
-)");
- particles_shader.default_material = material_allocate();
- material_initialize(particles_shader.default_material);
- material_set_shader(particles_shader.default_material, particles_shader.default_shader);
-
- ParticlesMaterialData *md = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, RendererStorageRD::SHADER_TYPE_PARTICLES);
- particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0);
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 1;
- u.ids.resize(12);
- RID *ids_ptr = u.ids.ptrw();
- ids_ptr[0] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.ids.push_back(global_variables_get_storage_buffer());
- uniforms.push_back(u);
- }
-
- particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 0);
- }
-
- default_rd_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4);
-
- {
- Vector<String> copy_modes;
- copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n");
- copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define MODE_2D\n");
- copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n");
- copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n");
-
- particles_shader.copy_shader.initialize(copy_modes);
-
- particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
-
- for (int i = 0; i < ParticlesShader::COPY_MODE_MAX; i++) {
- particles_shader.copy_pipelines[i] = RD::get_singleton()->compute_pipeline_create(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i));
- }
- }
-
- {
- Vector<String> sdf_modes;
- sdf_modes.push_back("\n#define MODE_LOAD\n");
- sdf_modes.push_back("\n#define MODE_LOAD_SHRINK\n");
- sdf_modes.push_back("\n#define MODE_PROCESS\n");
- sdf_modes.push_back("\n#define MODE_PROCESS_OPTIMIZED\n");
- sdf_modes.push_back("\n#define MODE_STORE\n");
- sdf_modes.push_back("\n#define MODE_STORE_SHRINK\n");
-
- rt_sdf.shader.initialize(sdf_modes);
-
- rt_sdf.shader_version = rt_sdf.shader.version_create();
-
- for (int i = 0; i < RenderTargetSDF::SHADER_MAX; i++) {
- rt_sdf.pipelines[i] = RD::get_singleton()->compute_pipeline_create(rt_sdf.shader.version_get_shader(rt_sdf.shader_version, i));
- }
- }
- {
- Vector<String> skeleton_modes;
- skeleton_modes.push_back("\n#define MODE_2D\n");
- skeleton_modes.push_back("");
-
- skeleton_shader.shader.initialize(skeleton_modes);
- skeleton_shader.version = skeleton_shader.shader.version_create();
- for (int i = 0; i < SkeletonShader::SHADER_MODE_MAX; i++) {
- skeleton_shader.version_shader[i] = skeleton_shader.shader.version_get_shader(skeleton_shader.version, i);
- skeleton_shader.pipeline[i] = RD::get_singleton()->compute_pipeline_create(skeleton_shader.version_shader[i]);
- }
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(default_rd_storage_buffer);
- uniforms.push_back(u);
- }
- skeleton_shader.default_skeleton_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON);
- }
- }
-}
-
-RendererStorageRD::~RendererStorageRD() {
- memdelete_arr(global_variables.buffer_values);
- memdelete_arr(global_variables.buffer_usage);
- memdelete_arr(global_variables.buffer_dirty_regions);
- RD::get_singleton()->free(global_variables.buffer);
-
- //def textures
- for (int i = 0; i < DEFAULT_RD_TEXTURE_MAX; i++) {
- RD::get_singleton()->free(default_rd_textures[i]);
- }
-
- //def samplers
- for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
- for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
- RD::get_singleton()->free(default_rd_samplers[i][j]);
- }
- }
-
- //def buffers
- for (int i = 0; i < DEFAULT_RD_BUFFER_MAX; i++) {
- RD::get_singleton()->free(mesh_default_rd_buffers[i]);
- }
-
- particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
- rt_sdf.shader.version_free(rt_sdf.shader_version);
-
- skeleton_shader.shader.version_free(skeleton_shader.version);
-
- RenderingServer::get_singleton()->free(particles_shader.default_material);
- RenderingServer::get_singleton()->free(particles_shader.default_shader);
-
- RD::get_singleton()->free(default_rd_storage_buffer);
-
- if (decal_atlas.textures.size()) {
- ERR_PRINT("Decal Atlas: " + itos(decal_atlas.textures.size()) + " textures were not removed from the atlas.");
- }
-
- if (decal_atlas.texture.is_valid()) {
- RD::get_singleton()->free(decal_atlas.texture);
- }
-
- if (effects) {
- memdelete(effects);
- effects = NULL;
- }
-}
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
deleted file mode 100644
index 02395a884f..0000000000
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ /dev/null
@@ -1,2379 +0,0 @@
-/*************************************************************************/
-/* renderer_storage_rd.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef RENDERING_SERVER_STORAGE_RD_H
-#define RENDERING_SERVER_STORAGE_RD_H
-
-#include "core/templates/list.h"
-#include "core/templates/local_vector.h"
-#include "core/templates/rid_owner.h"
-#include "servers/rendering/renderer_compositor.h"
-#include "servers/rendering/renderer_rd/effects_rd.h"
-#include "servers/rendering/renderer_rd/shader_compiler_rd.h"
-#include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h"
-#include "servers/rendering/renderer_scene_render.h"
-#include "servers/rendering/rendering_device.h"
-class RendererStorageRD : public RendererStorage {
-public:
- static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
- p_array[0] = p_mtx.basis.elements[0][0];
- p_array[1] = p_mtx.basis.elements[1][0];
- p_array[2] = p_mtx.basis.elements[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.basis.elements[0][1];
- p_array[5] = p_mtx.basis.elements[1][1];
- p_array[6] = p_mtx.basis.elements[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.basis.elements[0][2];
- p_array[9] = p_mtx.basis.elements[1][2];
- p_array[10] = p_mtx.basis.elements[2][2];
- p_array[11] = 0;
- p_array[12] = p_mtx.origin.x;
- p_array[13] = p_mtx.origin.y;
- p_array[14] = p_mtx.origin.z;
- p_array[15] = 1;
- }
-
- static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
- p_array[0] = p_mtx.elements[0][0];
- p_array[1] = p_mtx.elements[1][0];
- p_array[2] = p_mtx.elements[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.elements[0][1];
- p_array[5] = p_mtx.elements[1][1];
- p_array[6] = p_mtx.elements[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.elements[0][2];
- p_array[9] = p_mtx.elements[1][2];
- p_array[10] = p_mtx.elements[2][2];
- p_array[11] = 0;
- }
-
- static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
- p_array[0] = p_mtx.elements[0][0];
- p_array[1] = p_mtx.elements[1][0];
- p_array[2] = p_mtx.elements[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.elements[0][1];
- p_array[5] = p_mtx.elements[1][1];
- p_array[6] = p_mtx.elements[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.elements[0][2];
- p_array[9] = p_mtx.elements[1][2];
- p_array[10] = p_mtx.elements[2][2];
- p_array[11] = 0;
- }
-
- static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
- p_array[0] = p_mtx.basis.elements[0][0];
- p_array[1] = p_mtx.basis.elements[0][1];
- p_array[2] = p_mtx.basis.elements[0][2];
- p_array[3] = p_mtx.origin.x;
- p_array[4] = p_mtx.basis.elements[1][0];
- p_array[5] = p_mtx.basis.elements[1][1];
- p_array[6] = p_mtx.basis.elements[1][2];
- p_array[7] = p_mtx.origin.y;
- p_array[8] = p_mtx.basis.elements[2][0];
- p_array[9] = p_mtx.basis.elements[2][1];
- p_array[10] = p_mtx.basis.elements[2][2];
- p_array[11] = p_mtx.origin.z;
- }
-
- static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- p_array[i * 4 + j] = p_mtx.matrix[i][j];
- }
- }
- }
-
- static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
- for (int i = 0; i < 128; i++) {
- p_array[i] = p_kernel[i];
- }
- }
-
- enum ShaderType {
- SHADER_TYPE_2D,
- SHADER_TYPE_3D,
- SHADER_TYPE_PARTICLES,
- SHADER_TYPE_SKY,
- SHADER_TYPE_MAX
- };
-
- struct ShaderData {
- virtual void set_code(const String &p_Code) = 0;
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0;
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
-
- virtual void get_instance_param_list(List<InstanceShaderParam> *p_param_list) const = 0;
- virtual bool is_param_texture(const StringName &p_param) const = 0;
- virtual bool is_animated() const = 0;
- virtual bool casts_shadows() const = 0;
- virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
-
- virtual ~ShaderData() {}
- };
-
- typedef ShaderData *(*ShaderDataRequestFunction)();
-
- struct MaterialData {
- void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
- void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
-
- virtual void set_render_priority(int p_priority) = 0;
- virtual void set_next_pass(RID p_pass) = 0;
- virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
- virtual ~MaterialData();
-
- //to be used internally by update_parameters, in the most common configuration of material parameters
- bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
- void free_parameters_uniform_set(RID p_uniform_set);
-
- private:
- friend class RendererStorageRD;
- RID self;
- List<RID>::Element *global_buffer_E = nullptr;
- List<RID>::Element *global_texture_E = nullptr;
- uint64_t global_textures_pass = 0;
- Map<StringName, uint64_t> used_global_textures;
-
- //internally by update_parameters_uniform_set
- Vector<uint8_t> ubo_data;
- RID uniform_buffer;
- Vector<RID> texture_cache;
- };
- typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
- static void _material_uniform_set_erased(const RID &p_set, void *p_material);
-
- enum DefaultRDTexture {
- DEFAULT_RD_TEXTURE_WHITE,
- DEFAULT_RD_TEXTURE_BLACK,
- DEFAULT_RD_TEXTURE_NORMAL,
- DEFAULT_RD_TEXTURE_ANISO,
- DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
- DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
- DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
- DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
- DEFAULT_RD_TEXTURE_3D_WHITE,
- DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
- DEFAULT_RD_TEXTURE_2D_UINT,
- DEFAULT_RD_TEXTURE_MAX
- };
-
- enum DefaultRDBuffer {
- DEFAULT_RD_BUFFER_VERTEX,
- DEFAULT_RD_BUFFER_NORMAL,
- DEFAULT_RD_BUFFER_TANGENT,
- DEFAULT_RD_BUFFER_COLOR,
- DEFAULT_RD_BUFFER_TEX_UV,
- DEFAULT_RD_BUFFER_TEX_UV2,
- DEFAULT_RD_BUFFER_CUSTOM0,
- DEFAULT_RD_BUFFER_CUSTOM1,
- DEFAULT_RD_BUFFER_CUSTOM2,
- DEFAULT_RD_BUFFER_CUSTOM3,
- DEFAULT_RD_BUFFER_BONES,
- DEFAULT_RD_BUFFER_WEIGHTS,
- DEFAULT_RD_BUFFER_MAX,
- };
-
-private:
- /* CANVAS TEXTURE API (2D) */
-
- struct CanvasTexture {
- RID diffuse;
- RID normal_map;
- RID specular;
- Color specular_color = Color(1, 1, 1, 1);
- float shininess = 1.0;
-
- RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
- RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
- RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
-
- Size2i size_cache = Size2i(1, 1);
- bool use_normal_cache = false;
- bool use_specular_cache = false;
- bool cleared_cache = true;
- void clear_sets();
- ~CanvasTexture();
- };
-
- RID_Owner<CanvasTexture, true> canvas_texture_owner;
-
- /* TEXTURE API */
- struct Texture {
- enum Type {
- TYPE_2D,
- TYPE_LAYERED,
- TYPE_3D
- };
-
- Type type;
- RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
-
- RenderingDevice::TextureType rd_type;
- RID rd_texture;
- RID rd_texture_srgb;
- RenderingDevice::DataFormat rd_format;
- RenderingDevice::DataFormat rd_format_srgb;
-
- RD::TextureView rd_view;
-
- Image::Format format;
- Image::Format validated_format;
-
- int width;
- int height;
- int depth;
- int layers;
- int mipmaps;
-
- int height_2d;
- int width_2d;
-
- struct BufferSlice3D {
- Size2i size;
- uint32_t offset = 0;
- uint32_t buffer_size = 0;
- };
- Vector<BufferSlice3D> buffer_slices_3d;
- uint32_t buffer_size_3d = 0;
-
- bool is_render_target;
- bool is_proxy;
-
- Ref<Image> image_cache_2d;
- String path;
-
- RID proxy_to;
- Vector<RID> proxies;
- Set<RID> lightmap_users;
-
- RS::TextureDetectCallback detect_3d_callback = nullptr;
- void *detect_3d_callback_ud = nullptr;
-
- RS::TextureDetectCallback detect_normal_callback = nullptr;
- void *detect_normal_callback_ud = nullptr;
-
- RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
- void *detect_roughness_callback_ud = nullptr;
-
- CanvasTexture *canvas_texture = nullptr;
- };
-
- struct TextureToRDFormat {
- RD::DataFormat format;
- RD::DataFormat format_srgb;
- RD::TextureSwizzle swizzle_r;
- RD::TextureSwizzle swizzle_g;
- RD::TextureSwizzle swizzle_b;
- RD::TextureSwizzle swizzle_a;
- TextureToRDFormat() {
- format = RD::DATA_FORMAT_MAX;
- format_srgb = RD::DATA_FORMAT_MAX;
- swizzle_r = RD::TEXTURE_SWIZZLE_R;
- swizzle_g = RD::TEXTURE_SWIZZLE_G;
- swizzle_b = RD::TEXTURE_SWIZZLE_B;
- swizzle_a = RD::TEXTURE_SWIZZLE_A;
- }
- };
-
- //textures can be created from threads, so this RID_Owner is thread safe
- mutable RID_Owner<Texture, true> texture_owner;
-
- Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format);
-
- RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
- RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
- RID default_rd_storage_buffer;
-
- /* DECAL ATLAS */
-
- struct DecalAtlas {
- struct Texture {
- int panorama_to_dp_users;
- int users;
- Rect2 uv_rect;
- };
-
- struct SortItem {
- RID texture;
- Size2i pixel_size;
- Size2i size;
- Point2i pos;
-
- bool operator<(const SortItem &p_item) const {
- //sort larger to smaller
- if (size.height == p_item.size.height) {
- return size.width > p_item.size.width;
- } else {
- return size.height > p_item.size.height;
- }
- }
- };
-
- HashMap<RID, Texture> textures;
- bool dirty = true;
- int mipmaps = 5;
-
- RID texture;
- RID texture_srgb;
- struct MipMap {
- RID fb;
- RID texture;
- Size2i size;
- };
- Vector<MipMap> texture_mipmaps;
-
- Size2i size;
-
- } decal_atlas;
-
- void _update_decal_atlas();
-
- /* SHADER */
-
- struct Material;
-
- struct Shader {
- ShaderData *data;
- String code;
- ShaderType type;
- Map<StringName, RID> default_texture_parameter;
- Set<Material *> owners;
- };
-
- ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
- mutable RID_Owner<Shader, true> shader_owner;
-
- /* Material */
-
- struct Material {
- RID self;
- MaterialData *data = nullptr;
- Shader *shader = nullptr;
- //shortcut to shader data and type
- ShaderType shader_type = SHADER_TYPE_MAX;
- uint32_t shader_id = 0;
- bool uniform_dirty = false;
- bool texture_dirty = false;
- Map<StringName, Variant> params;
- int32_t priority = 0;
- RID next_pass;
- SelfList<Material> update_element;
-
- Dependency dependency;
-
- Material() :
- update_element(this) {}
- };
-
- MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
- mutable RID_Owner<Material, true> material_owner;
-
- SelfList<Material>::List material_update_list;
- void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
- void _update_queued_materials();
-
- /* Mesh */
-
- struct MeshInstance;
-
- struct Mesh {
- struct Surface {
- RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
- uint32_t format = 0;
-
- RID vertex_buffer;
- RID attribute_buffer;
- RID skin_buffer;
- uint32_t vertex_count = 0;
- uint32_t vertex_buffer_size = 0;
- uint32_t skin_buffer_size = 0;
-
- // A different pipeline needs to be allocated
- // depending on the inputs available in the
- // material.
- // There are never that many geometry/material
- // combinations, so a simple array is the most
- // cache-efficient structure.
-
- struct Version {
- uint32_t input_mask = 0;
- RD::VertexFormatID vertex_format = 0;
- RID vertex_array;
- };
-
- SpinLock version_lock; //needed to access versions
- Version *versions = nullptr; //allocated on demand
- uint32_t version_count = 0;
-
- RID index_buffer;
- RID index_array;
- uint32_t index_count = 0;
-
- struct LOD {
- float edge_length = 0.0;
- uint32_t index_count = 0;
- RID index_buffer;
- RID index_array;
- };
-
- LOD *lods = nullptr;
- uint32_t lod_count = 0;
-
- AABB aabb;
-
- Vector<AABB> bone_aabbs;
-
- RID blend_shape_buffer;
-
- RID material;
-
- uint32_t render_index = 0;
- uint64_t render_pass = 0;
-
- uint32_t multimesh_render_index = 0;
- uint64_t multimesh_render_pass = 0;
-
- uint32_t particles_render_index = 0;
- uint64_t particles_render_pass = 0;
-
- RID uniform_set;
- };
-
- uint32_t blend_shape_count = 0;
- RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
-
- Surface **surfaces = nullptr;
- uint32_t surface_count = 0;
-
- Vector<AABB> bone_aabbs;
-
- bool has_bone_weights = false;
-
- AABB aabb;
- AABB custom_aabb;
-
- Vector<RID> material_cache;
-
- List<MeshInstance *> instances;
-
- RID shadow_mesh;
- Set<Mesh *> shadow_owners;
-
- Dependency dependency;
- };
-
- mutable RID_Owner<Mesh, true> mesh_owner;
-
- struct MeshInstance {
- Mesh *mesh;
- RID skeleton;
- struct Surface {
- RID vertex_buffer;
- RID uniform_set;
-
- Mesh::Surface::Version *versions = nullptr; //allocated on demand
- uint32_t version_count = 0;
- };
- LocalVector<Surface> surfaces;
- LocalVector<float> blend_weights;
-
- RID blend_weights_buffer;
- List<MeshInstance *>::Element *I = nullptr; //used to erase itself
- uint64_t skeleton_version = 0;
- bool dirty = false;
- bool weights_dirty = false;
- SelfList<MeshInstance> weight_update_list;
- SelfList<MeshInstance> array_update_list;
- MeshInstance() :
- weight_update_list(this), array_update_list(this) {}
- };
-
- void _mesh_instance_clear(MeshInstance *mi);
- void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
-
- mutable RID_Owner<MeshInstance> mesh_instance_owner;
-
- SelfList<MeshInstance>::List dirty_mesh_instance_weights;
- SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
-
- struct SkeletonShader {
- struct PushConstant {
- uint32_t has_normal;
- uint32_t has_tangent;
- uint32_t has_skeleton;
- uint32_t has_blend_shape;
-
- uint32_t vertex_count;
- uint32_t vertex_stride;
- uint32_t skin_stride;
- uint32_t skin_weight_offset;
-
- uint32_t blend_shape_count;
- uint32_t normalized_blend_shapes;
- uint32_t pad0;
- uint32_t pad1;
- };
-
- enum {
- UNIFORM_SET_INSTANCE = 0,
- UNIFORM_SET_SURFACE = 1,
- UNIFORM_SET_SKELETON = 2,
- };
- enum {
- SHADER_MODE_2D,
- SHADER_MODE_3D,
- SHADER_MODE_MAX
- };
-
- SkeletonShaderRD shader;
- RID version;
- RID version_shader[SHADER_MODE_MAX];
- RID pipeline[SHADER_MODE_MAX];
-
- RID default_skeleton_uniform_set;
- } skeleton_shader;
-
- void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
-
- RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
-
- /* MultiMesh */
- struct MultiMesh {
- RID mesh;
- int instances = 0;
- RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
- bool uses_colors = false;
- bool uses_custom_data = false;
- int visible_instances = -1;
- AABB aabb;
- bool aabb_dirty = false;
- bool buffer_set = false;
- uint32_t stride_cache = 0;
- uint32_t color_offset_cache = 0;
- uint32_t custom_data_offset_cache = 0;
-
- Vector<float> data_cache; //used if individual setting is used
- bool *data_cache_dirty_regions = nullptr;
- uint32_t data_cache_used_dirty_regions = 0;
-
- RID buffer; //storage buffer
- RID uniform_set_3d;
- RID uniform_set_2d;
-
- bool dirty = false;
- MultiMesh *dirty_list = nullptr;
-
- Dependency dependency;
- };
-
- mutable RID_Owner<MultiMesh, true> multimesh_owner;
-
- MultiMesh *multimesh_dirty_list = nullptr;
-
- _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
- _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
- _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
- _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
- void _update_dirty_multimeshes();
-
- /* PARTICLES */
-
- struct ParticleData {
- float xform[16];
- float velocity[3];
- uint32_t active;
- float color[4];
- float custom[3];
- float lifetime;
- uint32_t pad[3];
- };
-
- struct ParticlesFrameParams {
- enum {
- MAX_ATTRACTORS = 32,
- MAX_COLLIDERS = 32,
- MAX_3D_TEXTURES = 7
- };
-
- enum AttractorType {
- ATTRACTOR_TYPE_SPHERE,
- ATTRACTOR_TYPE_BOX,
- ATTRACTOR_TYPE_VECTOR_FIELD,
- };
-
- struct Attractor {
- float transform[16];
- float extents[3]; //exents or radius
- uint32_t type;
-
- uint32_t texture_index; //texture index for vector field
- float strength;
- float attenuation;
- float directionality;
- };
-
- enum CollisionType {
- COLLISION_TYPE_SPHERE,
- COLLISION_TYPE_BOX,
- COLLISION_TYPE_SDF,
- COLLISION_TYPE_HEIGHT_FIELD,
- COLLISION_TYPE_2D_SDF,
-
- };
-
- struct Collider {
- float transform[16];
- float extents[3]; //exents or radius
- uint32_t type;
-
- uint32_t texture_index; //texture index for vector field
- real_t scale;
- uint32_t pad[2];
- };
-
- uint32_t emitting;
- float system_phase;
- float prev_system_phase;
- uint32_t cycle;
-
- real_t explosiveness;
- real_t randomness;
- float time;
- float delta;
-
- uint32_t frame;
- uint32_t pad0;
- uint32_t pad1;
- uint32_t pad2;
-
- uint32_t random_seed;
- uint32_t attractor_count;
- uint32_t collider_count;
- float particle_size;
-
- float emission_transform[16];
-
- Attractor attractors[MAX_ATTRACTORS];
- Collider colliders[MAX_COLLIDERS];
- };
-
- struct ParticleEmissionBufferData {
- };
-
- struct ParticleEmissionBuffer {
- struct Data {
- float xform[16];
- float velocity[3];
- uint32_t flags;
- float color[4];
- float custom[4];
- };
-
- int32_t particle_count;
- int32_t particle_max;
- uint32_t pad1;
- uint32_t pad2;
- Data data[1]; //its 2020 and empty arrays are still non standard in C++
- };
-
- struct Particles {
- RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
- bool inactive = true;
- double inactive_time = 0.0;
- bool emitting = false;
- bool one_shot = false;
- int amount = 0;
- double lifetime = 1.0;
- double pre_process_time = 0.0;
- real_t explosiveness = 0.0;
- real_t randomness = 0.0;
- bool restart_request = false;
- AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
- bool use_local_coords = true;
- bool has_collision_cache = false;
-
- bool has_sdf_collision = false;
- Transform2D sdf_collision_transform;
- Rect2 sdf_collision_to_screen;
- RID sdf_collision_texture;
-
- RID process_material;
- uint32_t frame_counter = 0;
- RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
-
- RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
-
- Vector<RID> draw_passes;
- Vector<Transform3D> trail_bind_poses;
- bool trail_bind_poses_dirty = false;
- RID trail_bind_pose_buffer;
- RID trail_bind_pose_uniform_set;
-
- RID particle_buffer;
- RID particle_instance_buffer;
- RID frame_params_buffer;
-
- RID particles_material_uniform_set;
- RID particles_copy_uniform_set;
- RID particles_transforms_buffer_uniform_set;
- RID collision_textures_uniform_set;
-
- RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
- uint32_t collision_3d_textures_used = 0;
- RID collision_heightmap_texture;
-
- RID particles_sort_buffer;
- RID particles_sort_uniform_set;
-
- bool dirty = false;
- Particles *update_list = nullptr;
-
- RID sub_emitter;
-
- double phase = 0.0;
- double prev_phase = 0.0;
- uint64_t prev_ticks = 0;
- uint32_t random_seed = 0;
-
- uint32_t cycle_number = 0;
-
- double speed_scale = 1.0;
-
- int fixed_fps = 30;
- bool interpolate = true;
- bool fractional_delta = false;
- double frame_remainder = 0;
- real_t collision_base_size = 0.01;
-
- bool clear = true;
-
- bool force_sub_emit = false;
-
- Transform3D emission_transform;
-
- Vector<uint8_t> emission_buffer_data;
-
- ParticleEmissionBuffer *emission_buffer = nullptr;
- RID emission_storage_buffer;
-
- Set<RID> collisions;
-
- Dependency dependency;
-
- double trail_length = 1.0;
- bool trails_enabled = false;
- LocalVector<ParticlesFrameParams> frame_history;
- LocalVector<ParticlesFrameParams> trail_params;
-
- Particles() {
- }
- };
-
- void _particles_process(Particles *p_particles, double p_delta);
- void _particles_allocate_emission_buffer(Particles *particles);
- void _particles_free_data(Particles *particles);
- void _particles_update_buffers(Particles *particles);
-
- struct ParticlesShader {
- struct PushConstant {
- float lifetime;
- uint32_t clear;
- uint32_t total_particles;
- uint32_t trail_size;
-
- uint32_t use_fractional_delta;
- uint32_t sub_emitter_mode;
- uint32_t can_emit;
- uint32_t trail_pass;
- };
-
- ParticlesShaderRD shader;
- ShaderCompilerRD compiler;
-
- RID default_shader;
- RID default_material;
- RID default_shader_rd;
-
- RID base_uniform_set;
-
- struct CopyPushConstant {
- float sort_direction[3];
- uint32_t total_particles;
-
- uint32_t trail_size;
- uint32_t trail_total;
- float frame_delta;
- float frame_remainder;
-
- float align_up[3];
- uint32_t align_mode;
-
- uint32_t order_by_lifetime;
- uint32_t lifetime_split;
- uint32_t lifetime_reverse;
- uint32_t pad;
- };
-
- enum {
- COPY_MODE_FILL_INSTANCES,
- COPY_MODE_FILL_INSTANCES_2D,
- COPY_MODE_FILL_SORT_BUFFER,
- COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
- COPY_MODE_MAX,
- };
-
- ParticlesCopyShaderRD copy_shader;
- RID copy_shader_version;
- RID copy_pipelines[COPY_MODE_MAX];
-
- LocalVector<float> pose_update_buffer;
-
- } particles_shader;
-
- Particles *particle_update_list = nullptr;
-
- struct ParticlesShaderData : public ShaderData {
- bool valid;
- RID version;
- bool uses_collision = false;
-
- //PipelineCacheRD pipelines[SKY_VERSION_MAX];
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
-
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
-
- String path;
- String code;
- Map<StringName, RID> default_texture_params;
-
- RID pipeline;
-
- bool uses_time;
-
- virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
- virtual bool is_param_texture(const StringName &p_param) const;
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual Variant get_default_parameter(const StringName &p_parameter) const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
-
- ParticlesShaderData();
- virtual ~ParticlesShaderData();
- };
-
- ShaderData *_create_particles_shader_func();
- static RendererStorageRD::ShaderData *_create_particles_shader_funcs() {
- return base_singleton->_create_particles_shader_func();
- }
-
- struct ParticlesMaterialData : public MaterialData {
- uint64_t last_frame = 0;
- ParticlesShaderData *shader_data = nullptr;
- RID uniform_set;
- bool uniform_set_updated = false;
-
- virtual void set_render_priority(int p_priority) {}
- virtual void set_next_pass(RID p_pass) {}
- virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual ~ParticlesMaterialData();
- };
-
- MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
- static RendererStorageRD::MaterialData *_create_particles_material_funcs(ShaderData *p_shader) {
- return base_singleton->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
- }
-
- void update_particles();
-
- mutable RID_Owner<Particles, true> particles_owner;
-
- /* Particles Collision */
-
- struct ParticlesCollision {
- RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
- uint32_t cull_mask = 0xFFFFFFFF;
- float radius = 1.0;
- Vector3 extents = Vector3(1, 1, 1);
- float attractor_strength = 1.0;
- float attractor_attenuation = 1.0;
- float attractor_directionality = 0.0;
- RID field_texture;
- RID heightfield_texture;
- RID heightfield_fb;
- Size2i heightfield_fb_size;
-
- RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
-
- Dependency dependency;
- };
-
- mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
-
- struct ParticlesCollisionInstance {
- RID collision;
- Transform3D transform;
- bool active = false;
- };
-
- mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
-
- /* visibility_notifier */
-
- struct VisibilityNotifier {
- AABB aabb;
- Callable enter_callback;
- Callable exit_callback;
- Dependency dependency;
- };
-
- mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
-
- /* Skeleton */
-
- struct Skeleton {
- bool use_2d = false;
- int size = 0;
- Vector<float> data;
- RID buffer;
-
- bool dirty = false;
- Skeleton *dirty_list = nullptr;
- Transform2D base_transform_2d;
-
- RID uniform_set_3d;
- RID uniform_set_mi;
-
- uint64_t version = 1;
-
- Dependency dependency;
- };
-
- mutable RID_Owner<Skeleton, true> skeleton_owner;
-
- _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
-
- Skeleton *skeleton_dirty_list = nullptr;
-
- void _update_dirty_skeletons();
-
- /* LIGHT */
-
- struct Light {
- RS::LightType type;
- float param[RS::LIGHT_PARAM_MAX];
- Color color = Color(1, 1, 1, 1);
- Color shadow_color;
- RID projector;
- bool shadow = false;
- bool negative = false;
- bool reverse_cull = false;
- RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
- uint32_t max_sdfgi_cascade = 2;
- uint32_t cull_mask = 0xFFFFFFFF;
- RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
- RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
- bool directional_blend_splits = false;
- bool directional_sky_only = false;
- uint64_t version = 0;
-
- Dependency dependency;
- };
-
- mutable RID_Owner<Light, true> light_owner;
-
- /* REFLECTION PROBE */
-
- struct ReflectionProbe {
- RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
- int resolution = 256;
- float intensity = 1.0;
- RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
- Color ambient_color;
- float ambient_color_energy = 1.0;
- float max_distance = 0;
- Vector3 extents = Vector3(1, 1, 1);
- Vector3 origin_offset;
- bool interior = false;
- bool box_projection = false;
- bool enable_shadows = false;
- uint32_t cull_mask = (1 << 20) - 1;
- float lod_threshold = 0.01;
-
- Dependency dependency;
- };
-
- mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
-
- /* DECAL */
-
- struct Decal {
- Vector3 extents = Vector3(1, 1, 1);
- RID textures[RS::DECAL_TEXTURE_MAX];
- float emission_energy = 1.0;
- float albedo_mix = 1.0;
- Color modulate = Color(1, 1, 1, 1);
- uint32_t cull_mask = (1 << 20) - 1;
- float upper_fade = 0.3;
- float lower_fade = 0.3;
- bool distance_fade = false;
- float distance_fade_begin = 10;
- float distance_fade_length = 1;
- float normal_fade = 0.0;
-
- Dependency dependency;
- };
-
- mutable RID_Owner<Decal, true> decal_owner;
-
- /* VOXEL GI */
-
- struct VoxelGI {
- RID octree_buffer;
- RID data_buffer;
- RID sdf_texture;
-
- uint32_t octree_buffer_size = 0;
- uint32_t data_buffer_size = 0;
-
- Vector<int> level_counts;
-
- int cell_count = 0;
-
- Transform3D to_cell_xform;
- AABB bounds;
- Vector3i octree_size;
-
- float dynamic_range = 4.0;
- float energy = 1.0;
- float bias = 1.4;
- float normal_bias = 0.0;
- float propagation = 0.7;
- bool interior = false;
- bool use_two_bounces = false;
-
- float anisotropy_strength = 0.5;
-
- uint32_t version = 1;
- uint32_t data_version = 1;
-
- Dependency dependency;
- };
-
- mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
-
- /* REFLECTION PROBE */
-
- struct Lightmap {
- RID light_texture;
- bool uses_spherical_harmonics = false;
- bool interior = false;
- AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
- int32_t array_index = -1; //unassigned
- PackedVector3Array points;
- PackedColorArray point_sh;
- PackedInt32Array tetrahedra;
- PackedInt32Array bsp_tree;
-
- struct BSP {
- static const int32_t EMPTY_LEAF = INT32_MIN;
- float plane[4];
- int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
- };
-
- Dependency dependency;
- };
-
- bool using_lightmap_array; //high end uses this
- /* for high end */
-
- Vector<RID> lightmap_textures;
-
- uint64_t lightmap_array_version = 0;
-
- mutable RID_Owner<Lightmap, true> lightmap_owner;
-
- float lightmap_probe_capture_update_speed = 4;
-
- /* RENDER TARGET */
-
- struct RenderTarget {
- Size2i size;
- uint32_t view_count;
- RID framebuffer;
- RID color;
-
- //used for retrieving from CPU
- RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
- RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
- Image::Format image_format = Image::FORMAT_L8;
-
- bool flags[RENDER_TARGET_FLAG_MAX];
-
- bool sdf_enabled = false;
-
- RID backbuffer; //used for effects
- RID backbuffer_fb;
- RID backbuffer_mipmap0;
-
- struct BackbufferMipmap {
- RID mipmap;
- RID mipmap_copy;
- };
-
- Vector<BackbufferMipmap> backbuffer_mipmaps;
-
- RID framebuffer_uniform_set;
- RID backbuffer_uniform_set;
-
- RID sdf_buffer_write;
- RID sdf_buffer_write_fb;
- RID sdf_buffer_process[2];
- RID sdf_buffer_read;
- RID sdf_buffer_process_uniform_sets[2];
- RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
- RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
- Size2i process_size;
-
- //texture generated for this owner (nor RD).
- RID texture;
- bool was_used;
-
- //clear request
- bool clear_requested;
- Color clear_color;
- };
-
- mutable RID_Owner<RenderTarget> render_target_owner;
-
- void _clear_render_target(RenderTarget *rt);
- void _update_render_target(RenderTarget *rt);
- void _create_render_target_backbuffer(RenderTarget *rt);
- void _render_target_allocate_sdf(RenderTarget *rt);
- void _render_target_clear_sdf(RenderTarget *rt);
- Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
-
- struct RenderTargetSDF {
- enum {
- SHADER_LOAD,
- SHADER_LOAD_SHRINK,
- SHADER_PROCESS,
- SHADER_PROCESS_OPTIMIZED,
- SHADER_STORE,
- SHADER_STORE_SHRINK,
- SHADER_MAX
- };
-
- struct PushConstant {
- int32_t size[2];
- int32_t stride;
- int32_t shift;
- int32_t base_size[2];
- int32_t pad[2];
- };
-
- CanvasSdfShaderRD shader;
- RID shader_version;
- RID pipelines[SHADER_MAX];
- } rt_sdf;
-
- /* GLOBAL SHADER VARIABLES */
-
- struct GlobalVariables {
- enum {
- BUFFER_DIRTY_REGION_SIZE = 1024
- };
- struct Variable {
- Set<RID> texture_materials; // materials using this
-
- RS::GlobalVariableType type;
- Variant value;
- Variant override;
- int32_t buffer_index; //for vectors
- int32_t buffer_elements; //for vectors
- };
-
- HashMap<StringName, Variable> variables;
-
- struct Value {
- float x;
- float y;
- float z;
- float w;
- };
-
- struct ValueInt {
- int32_t x;
- int32_t y;
- int32_t z;
- int32_t w;
- };
-
- struct ValueUInt {
- uint32_t x;
- uint32_t y;
- uint32_t z;
- uint32_t w;
- };
-
- struct ValueUsage {
- uint32_t elements = 0;
- };
-
- List<RID> materials_using_buffer;
- List<RID> materials_using_texture;
-
- RID buffer;
- Value *buffer_values;
- ValueUsage *buffer_usage;
- bool *buffer_dirty_regions;
- uint32_t buffer_dirty_region_count = 0;
-
- uint32_t buffer_size;
-
- bool must_update_texture_materials = false;
- bool must_update_buffer_materials = false;
-
- HashMap<RID, int32_t> instance_buffer_pos;
-
- } global_variables;
-
- int32_t _global_variable_allocate(uint32_t p_elements);
- void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value);
- void _global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
-
- void _update_global_variables();
- /* EFFECTS */
-
- EffectsRD *effects = NULL;
-
-public:
- virtual bool can_create_resources_async() const;
-
- /* TEXTURE API */
-
- virtual RID texture_allocate();
-
- virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image);
- virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
- virtual void texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data); //all slices, then all the mipmaps, must be coherent
- virtual void texture_proxy_initialize(RID p_texture, RID p_base);
-
- virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
-
- virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
- virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data);
- virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
-
- //these two APIs can be used together or in combination with the others.
- virtual void texture_2d_placeholder_initialize(RID p_texture);
- virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type);
- virtual void texture_3d_placeholder_initialize(RID p_texture);
-
- virtual Ref<Image> texture_2d_get(RID p_texture) const;
- virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
- virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const;
-
- virtual void texture_replace(RID p_texture, RID p_by_texture);
- virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
-
- virtual void texture_set_path(RID p_texture, const String &p_path);
- virtual String texture_get_path(RID p_texture) const;
-
- virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
- virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
- virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata);
-
- virtual void texture_debug_usage(List<RS::TextureInfo> *r_info);
-
- virtual void texture_set_proxy(RID p_proxy, RID p_base);
- virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
-
- virtual Size2 texture_size_with_proxy(RID p_proxy);
-
- virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
- virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
-
- RID decal_atlas_get_texture() const;
- RID decal_atlas_get_texture_srgb() const;
- _FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) {
- DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
- if (!t) {
- return Rect2();
- }
-
- return t->uv_rect;
- }
-
- //internal usage
-
- _FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
- if (p_texture.is_null()) {
- return RID();
- }
- Texture *tex = texture_owner.getornull(p_texture);
-
- if (!tex) {
- return RID();
- }
- return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
- }
-
- _FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) {
- if (p_texture.is_null()) {
- return Size2i();
- }
- Texture *tex = texture_owner.getornull(p_texture);
-
- if (!tex) {
- return Size2i();
- }
- return Size2i(tex->width_2d, tex->height_2d);
- }
-
- _FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) {
- return default_rd_textures[p_texture];
- }
- _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
- return default_rd_samplers[p_filter][p_repeat];
- }
-
- /* CANVAS TEXTURE API */
-
- RID canvas_texture_allocate();
- void canvas_texture_initialize(RID p_canvas_texture);
-
- virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture);
- virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess);
-
- virtual void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter);
- virtual void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat);
-
- bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular);
-
- /* SHADER API */
-
- RID shader_allocate();
- void shader_initialize(RID p_shader);
-
- void shader_set_code(RID p_shader, const String &p_code);
- String shader_get_code(RID p_shader) const;
- void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
-
- void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
- RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
- Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
- void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
-
- virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const;
-
- /* COMMON MATERIAL API */
-
- RID material_allocate();
- void material_initialize(RID p_material);
-
- void material_set_shader(RID p_material, RID p_shader);
-
- void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
- Variant material_get_param(RID p_material, const StringName &p_param) const;
-
- void material_set_next_pass(RID p_material, RID p_next_material);
- void material_set_render_priority(RID p_material, int priority);
-
- bool material_is_animated(RID p_material);
- bool material_casts_shadows(RID p_material);
-
- void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters);
-
- void material_update_dependency(RID p_material, DependencyTracker *p_instance);
- void material_force_update_textures(RID p_material, ShaderType p_shader_type);
-
- void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
-
- _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
- Material *material = material_owner.getornull(p_material);
- return material->shader_id;
- }
-
- _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
- Material *material = material_owner.getornull(p_material);
- if (!material || material->shader_type != p_shader_type) {
- return nullptr;
- } else {
- return material->data;
- }
- }
-
- /* MESH API */
-
- RID mesh_allocate();
- void mesh_initialize(RID p_mesh);
-
- virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count);
-
- /// Return stride
- virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface);
-
- virtual int mesh_get_blend_shape_count(RID p_mesh) const;
-
- virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode);
- virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
-
- virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
- virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
- virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
-
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
- virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
-
- virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const;
-
- virtual int mesh_get_surface_count(RID p_mesh) const;
-
- virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
- virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
-
- virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID());
- virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh);
-
- virtual void mesh_clear(RID p_mesh);
-
- virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton);
-
- /* MESH INSTANCE */
-
- virtual RID mesh_instance_create(RID p_base);
- virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton);
- virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight);
- virtual void mesh_instance_check_for_update(RID p_mesh_instance);
- virtual void update_mesh_instances();
-
- _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, nullptr);
- r_surface_count = mesh->surface_count;
- if (r_surface_count == 0) {
- return nullptr;
- }
- if (mesh->material_cache.is_empty()) {
- mesh->material_cache.resize(mesh->surface_count);
- for (uint32_t i = 0; i < r_surface_count; i++) {
- mesh->material_cache.write[i] = mesh->surfaces[i]->material;
- }
- }
-
- return mesh->material_cache.ptr();
- }
-
- _FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, nullptr);
- ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);
-
- return mesh->surfaces[p_surface_index];
- }
-
- _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, RID());
-
- return mesh->shadow_mesh;
- }
-
- _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
- Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
- return surface->primitive;
- }
-
- _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- return s->lod_count > 0;
- }
-
- _FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- return s->index_count ? s->index_count : s->vertex_count;
- }
-
- _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold, uint32_t *r_index_count = nullptr) const {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
-
- int32_t current_lod = -1;
- if (r_index_count) {
- *r_index_count = s->index_count;
- }
- for (uint32_t i = 0; i < s->lod_count; i++) {
- float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
- if (screen_size > p_lod_threshold) {
- break;
- }
- current_lod = i;
- }
- if (current_lod == -1) {
- return 0;
- } else {
- if (r_index_count) {
- *r_index_count = s->lods[current_lod].index_count;
- }
- return current_lod + 1;
- }
- }
-
- _FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface, uint32_t p_lod) const {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
-
- if (p_lod == 0) {
- return s->index_array;
- } else {
- return s->lods[p_lod - 1].index_array;
- }
- }
-
- _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
-
- s->version_lock.lock();
-
- //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
-
- for (uint32_t i = 0; i < s->version_count; i++) {
- if (s->versions[i].input_mask != p_input_mask) {
- continue;
- }
- //we have this version, hooray
- r_vertex_format = s->versions[i].vertex_format;
- r_vertex_array_rd = s->versions[i].vertex_array;
- s->version_lock.unlock();
- return;
- }
-
- uint32_t version = s->version_count;
- s->version_count++;
- s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
-
- _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
-
- r_vertex_format = s->versions[version].vertex_format;
- r_vertex_array_rd = s->versions[version].vertex_array;
-
- s->version_lock.unlock();
- }
-
- _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
- MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
- ERR_FAIL_COND(!mi);
- Mesh *mesh = mi->mesh;
- ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
-
- MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
- Mesh::Surface *s = mesh->surfaces[p_surface_index];
-
- s->version_lock.lock();
-
- //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
-
- for (uint32_t i = 0; i < mis->version_count; i++) {
- if (mis->versions[i].input_mask != p_input_mask) {
- continue;
- }
- //we have this version, hooray
- r_vertex_format = mis->versions[i].vertex_format;
- r_vertex_array_rd = mis->versions[i].vertex_array;
- s->version_lock.unlock();
- return;
- }
-
- uint32_t version = mis->version_count;
- mis->version_count++;
- mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
-
- _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
-
- r_vertex_format = mis->versions[version].vertex_format;
- r_vertex_array_rd = mis->versions[version].vertex_array;
-
- s->version_lock.unlock();
- }
-
- _FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
- ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
- return mesh_default_rd_buffers[p_buffer];
- }
-
- _FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- Mesh::Surface *s = mesh->surfaces[p_surface_index];
-
- if (s->render_pass != p_render_pass) {
- (*r_index)++;
- s->render_pass = p_render_pass;
- s->render_index = *r_index;
- }
-
- return s->render_index;
- }
-
- _FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- Mesh::Surface *s = mesh->surfaces[p_surface_index];
-
- if (s->multimesh_render_pass != p_render_pass) {
- (*r_index)++;
- s->multimesh_render_pass = p_render_pass;
- s->multimesh_render_index = *r_index;
- }
-
- return s->multimesh_render_index;
- }
-
- _FORCE_INLINE_ uint32_t mesh_surface_get_particles_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- Mesh::Surface *s = mesh->surfaces[p_surface_index];
-
- if (s->particles_render_pass != p_render_pass) {
- (*r_index)++;
- s->particles_render_pass = p_render_pass;
- s->particles_render_index = *r_index;
- }
-
- return s->particles_render_index;
- }
-
- /* MULTIMESH API */
-
- RID multimesh_allocate();
- void multimesh_initialize(RID p_multimesh);
-
- void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false);
- int multimesh_get_instance_count(RID p_multimesh) const;
-
- void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
- void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform);
- void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
- void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
- void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
-
- RID multimesh_get_mesh(RID p_multimesh) const;
-
- Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
- Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
- Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
- Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
-
- void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer);
- Vector<float> multimesh_get_buffer(RID p_multimesh) const;
-
- void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
- int multimesh_get_visible_instances(RID p_multimesh) const;
-
- AABB multimesh_get_aabb(RID p_multimesh) const;
-
- _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- return multimesh->xform_format;
- }
-
- _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- return multimesh->uses_colors;
- }
-
- _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- return multimesh->uses_custom_data;
- }
-
- _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- if (multimesh->visible_instances >= 0) {
- return multimesh->visible_instances;
- }
- return multimesh->instances;
- }
-
- _FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- if (!multimesh->uniform_set_3d.is_valid()) {
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(multimesh->buffer);
- uniforms.push_back(u);
- multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
- }
-
- return multimesh->uniform_set_3d;
- }
-
- _FORCE_INLINE_ RID multimesh_get_2d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- if (!multimesh->uniform_set_2d.is_valid()) {
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(multimesh->buffer);
- uniforms.push_back(u);
- multimesh->uniform_set_2d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
- }
-
- return multimesh->uniform_set_2d;
- }
-
- /* SKELETON API */
-
- RID skeleton_allocate();
- void skeleton_initialize(RID p_skeleton);
-
- void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
- void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
- void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform3D &p_world_transform);
- int skeleton_get_bone_count(RID p_skeleton) const;
- void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform);
- Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
- void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
- Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
-
- _FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {
- return skeleton_owner.getornull(p_skeleton) != nullptr;
- }
-
- _FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
- ERR_FAIL_COND_V(!skeleton, RID());
- ERR_FAIL_COND_V(skeleton->size == 0, RID());
- if (skeleton->use_2d) {
- return RID();
- }
- if (!skeleton->uniform_set_3d.is_valid()) {
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(skeleton->buffer);
- uniforms.push_back(u);
- skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
- }
-
- return skeleton->uniform_set_3d;
- }
- /* Light API */
-
- void _light_initialize(RID p_rid, RS::LightType p_type);
-
- RID directional_light_allocate();
- void directional_light_initialize(RID p_light);
-
- RID omni_light_allocate();
- void omni_light_initialize(RID p_light);
-
- RID spot_light_allocate();
- void spot_light_initialize(RID p_light);
-
- void light_set_color(RID p_light, const Color &p_color);
- void light_set_param(RID p_light, RS::LightParam p_param, float p_value);
- void light_set_shadow(RID p_light, bool p_enabled);
- void light_set_shadow_color(RID p_light, const Color &p_color);
- void light_set_projector(RID p_light, RID p_texture);
- void light_set_negative(RID p_light, bool p_enable);
- void light_set_cull_mask(RID p_light, uint32_t p_mask);
- void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
- void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode);
- void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade);
-
- void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode);
-
- void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
- void light_directional_set_blend_splits(RID p_light, bool p_enable);
- bool light_directional_get_blend_splits(RID p_light) const;
- void light_directional_set_sky_only(RID p_light, bool p_sky_only);
- bool light_directional_is_sky_only(RID p_light) const;
-
- RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
- RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
-
- _FORCE_INLINE_ RS::LightType light_get_type(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
-
- return light->type;
- }
- AABB light_get_aabb(RID p_light) const;
-
- _FORCE_INLINE_ float light_get_param(RID p_light, RS::LightParam p_param) {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, 0);
-
- return light->param[p_param];
- }
-
- _FORCE_INLINE_ RID light_get_projector(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RID());
-
- return light->projector;
- }
-
- _FORCE_INLINE_ Color light_get_color(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, Color());
-
- return light->color;
- }
-
- _FORCE_INLINE_ Color light_get_shadow_color(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, Color());
-
- return light->shadow_color;
- }
-
- _FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, 0);
-
- return light->cull_mask;
- }
-
- _FORCE_INLINE_ bool light_has_shadow(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
-
- return light->shadow;
- }
-
- _FORCE_INLINE_ bool light_has_projector(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
-
- return texture_owner.owns(light->projector);
- }
-
- _FORCE_INLINE_ bool light_is_negative(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
-
- return light->negative;
- }
-
- _FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, 0.0);
-
- return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
- }
-
- _FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, 0.0);
-
- return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
- }
-
- RS::LightBakeMode light_get_bake_mode(RID p_light);
- uint32_t light_get_max_sdfgi_cascade(RID p_light);
- uint64_t light_get_version(RID p_light) const;
-
- /* PROBE API */
-
- RID reflection_probe_allocate();
- void reflection_probe_initialize(RID p_reflection_probe);
-
- void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode);
- void reflection_probe_set_intensity(RID p_probe, float p_intensity);
- void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode);
- void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color);
- void reflection_probe_set_ambient_energy(RID p_probe, float p_energy);
- void reflection_probe_set_max_distance(RID p_probe, float p_distance);
- void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
- void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
- void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
- void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
- void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
- void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
- void reflection_probe_set_resolution(RID p_probe, int p_resolution);
- void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio);
-
- AABB reflection_probe_get_aabb(RID p_probe) const;
- RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
- uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
- Vector3 reflection_probe_get_extents(RID p_probe) const;
- Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
- float reflection_probe_get_origin_max_distance(RID p_probe) const;
- float reflection_probe_get_lod_threshold(RID p_probe) const;
-
- int reflection_probe_get_resolution(RID p_probe) const;
- bool reflection_probe_renders_shadows(RID p_probe) const;
-
- float reflection_probe_get_intensity(RID p_probe) const;
- bool reflection_probe_is_interior(RID p_probe) const;
- bool reflection_probe_is_box_projection(RID p_probe) const;
- RS::ReflectionProbeAmbientMode reflection_probe_get_ambient_mode(RID p_probe) const;
- Color reflection_probe_get_ambient_color(RID p_probe) const;
- float reflection_probe_get_ambient_color_energy(RID p_probe) const;
-
- void base_update_dependency(RID p_base, DependencyTracker *p_instance);
- void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance);
-
- /* DECAL API */
-
- RID decal_allocate();
- void decal_initialize(RID p_decal);
-
- virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents);
- virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture);
- virtual void decal_set_emission_energy(RID p_decal, float p_energy);
- virtual void decal_set_albedo_mix(RID p_decal, float p_mix);
- virtual void decal_set_modulate(RID p_decal, const Color &p_modulate);
- virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers);
- virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length);
- virtual void decal_set_fade(RID p_decal, float p_above, float p_below);
- virtual void decal_set_normal_fade(RID p_decal, float p_fade);
-
- _FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->extents;
- }
-
- _FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->textures[p_texture];
- }
-
- _FORCE_INLINE_ Color decal_get_modulate(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->modulate;
- }
-
- _FORCE_INLINE_ float decal_get_emission_energy(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->emission_energy;
- }
-
- _FORCE_INLINE_ float decal_get_albedo_mix(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->albedo_mix;
- }
-
- _FORCE_INLINE_ uint32_t decal_get_cull_mask(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->cull_mask;
- }
-
- _FORCE_INLINE_ float decal_get_upper_fade(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->upper_fade;
- }
-
- _FORCE_INLINE_ float decal_get_lower_fade(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->lower_fade;
- }
-
- _FORCE_INLINE_ float decal_get_normal_fade(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->normal_fade;
- }
-
- _FORCE_INLINE_ bool decal_is_distance_fade_enabled(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->distance_fade;
- }
-
- _FORCE_INLINE_ float decal_get_distance_fade_begin(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->distance_fade_begin;
- }
-
- _FORCE_INLINE_ float decal_get_distance_fade_length(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
- return decal->distance_fade_length;
- }
-
- virtual AABB decal_get_aabb(RID p_decal) const;
-
- /* VOXEL GI API */
-
- RID voxel_gi_allocate();
- void voxel_gi_initialize(RID p_voxel_gi);
-
- void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts);
-
- AABB voxel_gi_get_bounds(RID p_voxel_gi) const;
- Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const;
- Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const;
- Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const;
- Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const;
-
- Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const;
- Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const;
-
- void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range);
- float voxel_gi_get_dynamic_range(RID p_voxel_gi) const;
-
- void voxel_gi_set_propagation(RID p_voxel_gi, float p_range);
- float voxel_gi_get_propagation(RID p_voxel_gi) const;
-
- void voxel_gi_set_energy(RID p_voxel_gi, float p_energy);
- float voxel_gi_get_energy(RID p_voxel_gi) const;
-
- void voxel_gi_set_bias(RID p_voxel_gi, float p_bias);
- float voxel_gi_get_bias(RID p_voxel_gi) const;
-
- void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range);
- float voxel_gi_get_normal_bias(RID p_voxel_gi) const;
-
- void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable);
- bool voxel_gi_is_interior(RID p_voxel_gi) const;
-
- void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable);
- bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const;
-
- void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength);
- float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const;
-
- uint32_t voxel_gi_get_version(RID p_probe);
- uint32_t voxel_gi_get_data_version(RID p_probe);
-
- RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const;
- RID voxel_gi_get_data_buffer(RID p_voxel_gi) const;
-
- RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
-
- /* LIGHTMAP CAPTURE */
-
- RID lightmap_allocate();
- void lightmap_initialize(RID p_lightmap);
-
- virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics);
- virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds);
- virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior);
- virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree);
- virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const;
- virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const;
- virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const;
- virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const;
- virtual AABB lightmap_get_aabb(RID p_lightmap) const;
- virtual bool lightmap_is_interior(RID p_lightmap) const;
- virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh);
- virtual void lightmap_set_probe_capture_update_speed(float p_speed);
- _FORCE_INLINE_ float lightmap_get_probe_capture_update_speed() const {
- return lightmap_probe_capture_update_speed;
- }
- _FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const {
- const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- ERR_FAIL_COND_V(!lm, RID());
- return lm->light_texture;
- }
- _FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
- ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
- const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- return lm->array_index;
- }
- _FORCE_INLINE_ bool lightmap_uses_spherical_harmonics(RID p_lightmap) const {
- ERR_FAIL_COND_V(!using_lightmap_array, false); //only for arrays
- const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
- return lm->uses_spherical_harmonics;
- }
- _FORCE_INLINE_ uint64_t lightmap_array_get_version() const {
- ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
- return lightmap_array_version;
- }
-
- _FORCE_INLINE_ int lightmap_array_get_size() const {
- ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
- return lightmap_textures.size();
- }
-
- _FORCE_INLINE_ const Vector<RID> &lightmap_array_get_textures() const {
- ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays
- return lightmap_textures;
- }
-
- /* PARTICLES */
-
- RID particles_allocate();
- void particles_initialize(RID p_particles_collision);
-
- void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode);
- void particles_set_emitting(RID p_particles, bool p_emitting);
- void particles_set_amount(RID p_particles, int p_amount);
- void particles_set_lifetime(RID p_particles, double p_lifetime);
- void particles_set_one_shot(RID p_particles, bool p_one_shot);
- void particles_set_pre_process_time(RID p_particles, double p_time);
- void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio);
- void particles_set_randomness_ratio(RID p_particles, real_t p_ratio);
- void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
- void particles_set_speed_scale(RID p_particles, double p_scale);
- void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
- void particles_set_process_material(RID p_particles, RID p_material);
- void particles_set_fixed_fps(RID p_particles, int p_fps);
- void particles_set_interpolate(RID p_particles, bool p_enable);
- void particles_set_fractional_delta(RID p_particles, bool p_enable);
- void particles_set_collision_base_size(RID p_particles, real_t p_size);
- void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align);
-
- void particles_set_trails(RID p_particles, bool p_enable, double p_length);
- void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses);
-
- void particles_restart(RID p_particles);
- void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
-
- void particles_set_subemitter(RID p_particles, RID p_subemitter_particles);
-
- void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order);
-
- void particles_set_draw_passes(RID p_particles, int p_count);
- void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
-
- void particles_request_process(RID p_particles);
- AABB particles_get_current_aabb(RID p_particles);
- AABB particles_get_aabb(RID p_particles) const;
-
- void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform);
-
- bool particles_get_emitting(RID p_particles);
- int particles_get_draw_passes(RID p_particles) const;
- RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
-
- void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
-
- virtual bool particles_is_inactive(RID p_particles) const;
-
- _FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
- return particles->mode;
- }
-
- _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, 0);
-
- if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
- r_trail_divisor = particles->trail_bind_poses.size();
- } else {
- r_trail_divisor = 1;
- }
-
- return particles->amount * r_trail_divisor;
- }
-
- _FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, 0);
-
- return particles->has_collision_cache;
- }
-
- _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, false);
-
- return particles->use_local_coords;
- }
-
- _FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) {
- Particles *particles = particles_owner.getornull(p_particles);
- ERR_FAIL_COND_V(!particles, RID());
- if (particles->particles_transforms_buffer_uniform_set.is_null()) {
- _particles_update_buffers(particles);
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(particles->particle_instance_buffer);
- uniforms.push_back(u);
- }
-
- particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
- }
-
- return particles->particles_transforms_buffer_uniform_set;
- }
-
- virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance);
- virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance);
- virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture);
-
- /* PARTICLES COLLISION */
-
- RID particles_collision_allocate();
- void particles_collision_initialize(RID p_particles_collision);
-
- virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type);
- virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask);
- virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius); //for spheres
- virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents); //for non-spheres
- virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength);
- virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality);
- virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve);
- virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture); //for SDF and vector field, heightfield is dynamic
- virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field
- virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field
- virtual AABB particles_collision_get_aabb(RID p_particles_collision) const;
- virtual Vector3 particles_collision_get_extents(RID p_particles_collision) const;
- virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
- RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
-
- virtual RID visibility_notifier_allocate();
- virtual void visibility_notifier_initialize(RID p_notifier);
- virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb);
- virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable);
-
- virtual AABB visibility_notifier_get_aabb(RID p_notifier) const;
- virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred);
-
- //used from 2D and 3D
- virtual RID particles_collision_instance_create(RID p_collision);
- virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform);
- virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active);
-
- /* GLOBAL VARIABLES API */
-
- virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value);
- virtual void global_variable_remove(const StringName &p_name);
- virtual Vector<StringName> global_variable_get_list() const;
-
- virtual void global_variable_set(const StringName &p_name, const Variant &p_value);
- virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value);
- virtual Variant global_variable_get(const StringName &p_name) const;
- virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const;
- RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const;
-
- virtual void global_variables_load_settings(bool p_load_textures = true);
- virtual void global_variables_clear();
-
- virtual int32_t global_variables_instance_allocate(RID p_instance);
- virtual void global_variables_instance_free(RID p_instance);
- virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value);
-
- RID global_variables_get_storage_buffer() const;
-
- /* RENDER TARGET API */
-
- RID render_target_create();
- void render_target_set_position(RID p_render_target, int p_x, int p_y);
- void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count);
- RID render_target_get_texture(RID p_render_target);
- void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
- void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
- bool render_target_was_used(RID p_render_target);
- void render_target_set_as_unused(RID p_render_target);
- void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
- void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
- void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
-
- RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
-
- virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color);
- virtual bool render_target_is_clear_requested(RID p_render_target);
- virtual Color render_target_get_clear_request_color(RID p_render_target);
- virtual void render_target_disable_clear_request(RID p_render_target);
- virtual void render_target_do_clear_request(RID p_render_target);
-
- virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale);
- RID render_target_get_sdf_texture(RID p_render_target);
- RID render_target_get_sdf_framebuffer(RID p_render_target);
- void render_target_sdf_process(RID p_render_target);
- virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const;
- void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled);
- bool render_target_is_sdf_enabled(RID p_render_target) const;
-
- Size2 render_target_get_size(RID p_render_target);
- RID render_target_get_rd_framebuffer(RID p_render_target);
- RID render_target_get_rd_texture(RID p_render_target);
- RID render_target_get_rd_backbuffer(RID p_render_target);
- RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target);
-
- RID render_target_get_framebuffer_uniform_set(RID p_render_target);
- RID render_target_get_backbuffer_uniform_set(RID p_render_target);
-
- void render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set);
- void render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set);
-
- RS::InstanceType get_base_type(RID p_rid) const;
-
- bool free(RID p_rid);
-
- bool has_os_feature(const String &p_feature) const;
-
- void update_dirty_resources();
-
- void set_debug_generate_wireframes(bool p_generate) {}
-
- //keep cached since it can be called form any thread
- uint64_t texture_mem_cache = 0;
- uint64_t buffer_mem_cache = 0;
- uint64_t total_mem_cache = 0;
-
- virtual void update_memory_info();
- virtual uint64_t get_rendering_info(RS::RenderingInfo p_info);
-
- String get_video_adapter_name() const;
- String get_video_adapter_vendor() const;
-
- virtual void capture_timestamps_begin();
- virtual void capture_timestamp(const String &p_name);
- virtual uint32_t get_captured_timestamps_count() const;
- virtual uint64_t get_captured_timestamps_frame() const;
- virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
- virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
- virtual String get_captured_timestamp_name(uint32_t p_index) const;
-
- RID get_default_rd_storage_buffer() { return default_rd_storage_buffer; }
-
- static RendererStorageRD *base_singleton;
-
- void init_effects(bool p_prefer_raster_effects);
- EffectsRD *get_effects();
-
- RendererStorageRD();
- ~RendererStorageRD();
-};
-
-#endif // RASTERIZER_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
deleted file mode 100644
index b95d4b642c..0000000000
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ /dev/null
@@ -1,1559 +0,0 @@
-/*************************************************************************/
-/* shader_compiler_rd.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "shader_compiler_rd.h"
-
-#include "core/config/project_settings.h"
-#include "core/os/os.h"
-#include "renderer_storage_rd.h"
-#include "servers/rendering_server.h"
-
-#define SL ShaderLanguage
-
-static String _mktab(int p_level) {
- String tb;
- for (int i = 0; i < p_level; i++) {
- tb += "\t";
- }
-
- return tb;
-}
-
-static String _typestr(SL::DataType p_type) {
- String type = ShaderLanguage::get_datatype_name(p_type);
- if (ShaderLanguage::is_sampler_type(p_type)) {
- type = type.replace("sampler", "texture"); //we use textures instead of samplers
- }
- return type;
-}
-
-static int _get_datatype_size(SL::DataType p_type) {
- switch (p_type) {
- case SL::TYPE_VOID:
- return 0;
- case SL::TYPE_BOOL:
- return 4;
- case SL::TYPE_BVEC2:
- return 8;
- case SL::TYPE_BVEC3:
- return 12;
- case SL::TYPE_BVEC4:
- return 16;
- case SL::TYPE_INT:
- return 4;
- case SL::TYPE_IVEC2:
- return 8;
- case SL::TYPE_IVEC3:
- return 12;
- case SL::TYPE_IVEC4:
- return 16;
- case SL::TYPE_UINT:
- return 4;
- case SL::TYPE_UVEC2:
- return 8;
- case SL::TYPE_UVEC3:
- return 12;
- case SL::TYPE_UVEC4:
- return 16;
- case SL::TYPE_FLOAT:
- return 4;
- case SL::TYPE_VEC2:
- return 8;
- case SL::TYPE_VEC3:
- return 12;
- case SL::TYPE_VEC4:
- return 16;
- case SL::TYPE_MAT2:
- return 32; //4 * 4 + 4 * 4
- case SL::TYPE_MAT3:
- return 48; // 4 * 4 + 4 * 4 + 4 * 4
- case SL::TYPE_MAT4:
- return 64;
- case SL::TYPE_SAMPLER2D:
- return 16;
- case SL::TYPE_ISAMPLER2D:
- return 16;
- case SL::TYPE_USAMPLER2D:
- return 16;
- case SL::TYPE_SAMPLER2DARRAY:
- return 16;
- case SL::TYPE_ISAMPLER2DARRAY:
- return 16;
- case SL::TYPE_USAMPLER2DARRAY:
- return 16;
- case SL::TYPE_SAMPLER3D:
- return 16;
- case SL::TYPE_ISAMPLER3D:
- return 16;
- case SL::TYPE_USAMPLER3D:
- return 16;
- case SL::TYPE_SAMPLERCUBE:
- return 16;
- case SL::TYPE_SAMPLERCUBEARRAY:
- return 16;
- case SL::TYPE_STRUCT:
- return 0;
-
- case SL::TYPE_MAX: {
- ERR_FAIL_V(0);
- };
- }
-
- ERR_FAIL_V(0);
-}
-
-static int _get_datatype_alignment(SL::DataType p_type) {
- switch (p_type) {
- case SL::TYPE_VOID:
- return 0;
- case SL::TYPE_BOOL:
- return 4;
- case SL::TYPE_BVEC2:
- return 8;
- case SL::TYPE_BVEC3:
- return 16;
- case SL::TYPE_BVEC4:
- return 16;
- case SL::TYPE_INT:
- return 4;
- case SL::TYPE_IVEC2:
- return 8;
- case SL::TYPE_IVEC3:
- return 16;
- case SL::TYPE_IVEC4:
- return 16;
- case SL::TYPE_UINT:
- return 4;
- case SL::TYPE_UVEC2:
- return 8;
- case SL::TYPE_UVEC3:
- return 16;
- case SL::TYPE_UVEC4:
- return 16;
- case SL::TYPE_FLOAT:
- return 4;
- case SL::TYPE_VEC2:
- return 8;
- case SL::TYPE_VEC3:
- return 16;
- case SL::TYPE_VEC4:
- return 16;
- case SL::TYPE_MAT2:
- return 16;
- case SL::TYPE_MAT3:
- return 16;
- case SL::TYPE_MAT4:
- return 16;
- case SL::TYPE_SAMPLER2D:
- return 16;
- case SL::TYPE_ISAMPLER2D:
- return 16;
- case SL::TYPE_USAMPLER2D:
- return 16;
- case SL::TYPE_SAMPLER2DARRAY:
- return 16;
- case SL::TYPE_ISAMPLER2DARRAY:
- return 16;
- case SL::TYPE_USAMPLER2DARRAY:
- return 16;
- case SL::TYPE_SAMPLER3D:
- return 16;
- case SL::TYPE_ISAMPLER3D:
- return 16;
- case SL::TYPE_USAMPLER3D:
- return 16;
- case SL::TYPE_SAMPLERCUBE:
- return 16;
- case SL::TYPE_SAMPLERCUBEARRAY:
- return 16;
- case SL::TYPE_STRUCT:
- return 0;
- case SL::TYPE_MAX: {
- ERR_FAIL_V(0);
- }
- }
-
- ERR_FAIL_V(0);
-}
-
-static String _interpstr(SL::DataInterpolation p_interp) {
- switch (p_interp) {
- case SL::INTERPOLATION_FLAT:
- return "flat ";
- case SL::INTERPOLATION_SMOOTH:
- return "";
- }
- return "";
-}
-
-static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) {
- switch (p_pres) {
- case SL::PRECISION_LOWP:
- return "lowp ";
- case SL::PRECISION_MEDIUMP:
- return "mediump ";
- case SL::PRECISION_HIGHP:
- return "highp ";
- case SL::PRECISION_DEFAULT:
- return p_force_highp ? "highp " : "";
- }
- return "";
-}
-
-static String _qualstr(SL::ArgumentQualifier p_qual) {
- switch (p_qual) {
- case SL::ARGUMENT_QUALIFIER_IN:
- return "";
- case SL::ARGUMENT_QUALIFIER_OUT:
- return "out ";
- case SL::ARGUMENT_QUALIFIER_INOUT:
- return "inout ";
- }
- return "";
-}
-
-static String _opstr(SL::Operator p_op) {
- return SL::get_operator_text(p_op);
-}
-
-static String _mkid(const String &p_id) {
- String id = "m_" + p_id.replace("__", "_dus_");
- return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
-}
-
-static String f2sp0(float p_float) {
- String num = rtoss(p_float);
- if (num.find(".") == -1 && num.find("e") == -1) {
- num += ".0";
- }
- return num;
-}
-
-static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
- switch (p_type) {
- case SL::TYPE_BOOL:
- return p_values[0].boolean ? "true" : "false";
- case SL::TYPE_BVEC2:
- case SL::TYPE_BVEC3:
- case SL::TYPE_BVEC4: {
- String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
- for (int i = 0; i < p_values.size(); i++) {
- if (i > 0) {
- text += ",";
- }
-
- text += p_values[i].boolean ? "true" : "false";
- }
- text += ")";
- return text;
- }
-
- case SL::TYPE_INT:
- return itos(p_values[0].sint);
- case SL::TYPE_IVEC2:
- case SL::TYPE_IVEC3:
- case SL::TYPE_IVEC4: {
- String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
- for (int i = 0; i < p_values.size(); i++) {
- if (i > 0) {
- text += ",";
- }
-
- text += itos(p_values[i].sint);
- }
- text += ")";
- return text;
-
- } break;
- case SL::TYPE_UINT:
- return itos(p_values[0].uint) + "u";
- case SL::TYPE_UVEC2:
- case SL::TYPE_UVEC3:
- case SL::TYPE_UVEC4: {
- String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
- for (int i = 0; i < p_values.size(); i++) {
- if (i > 0) {
- text += ",";
- }
-
- text += itos(p_values[i].uint) + "u";
- }
- text += ")";
- return text;
- } break;
- case SL::TYPE_FLOAT:
- return f2sp0(p_values[0].real);
- case SL::TYPE_VEC2:
- case SL::TYPE_VEC3:
- case SL::TYPE_VEC4: {
- String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
- for (int i = 0; i < p_values.size(); i++) {
- if (i > 0) {
- text += ",";
- }
-
- text += f2sp0(p_values[i].real);
- }
- text += ")";
- return text;
-
- } break;
- case SL::TYPE_MAT2:
- case SL::TYPE_MAT3:
- case SL::TYPE_MAT4: {
- String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
- for (int i = 0; i < p_values.size(); i++) {
- if (i > 0) {
- text += ",";
- }
-
- text += f2sp0(p_values[i].real);
- }
- text += ")";
- return text;
-
- } break;
- default:
- ERR_FAIL_V(String());
- }
-}
-
-String ShaderCompilerRD::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) {
- if (p_filter == ShaderLanguage::FILTER_DEFAULT) {
- ERR_FAIL_COND_V(actions.default_filter == ShaderLanguage::FILTER_DEFAULT, String());
- p_filter = actions.default_filter;
- }
- if (p_repeat == ShaderLanguage::REPEAT_DEFAULT) {
- ERR_FAIL_COND_V(actions.default_repeat == ShaderLanguage::REPEAT_DEFAULT, String());
- p_repeat = actions.default_repeat;
- }
- return actions.sampler_array_name + "[" + itos(p_filter + (p_repeat == ShaderLanguage::REPEAT_ENABLE ? ShaderLanguage::FILTER_DEFAULT : 0)) + "]";
-}
-
-void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) {
- int fidx = -1;
-
- for (int i = 0; i < p_node->functions.size(); i++) {
- if (p_node->functions[i].name == p_for_func) {
- fidx = i;
- break;
- }
- }
-
- ERR_FAIL_COND(fidx == -1);
-
- Vector<StringName> uses_functions;
-
- for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
- uses_functions.push_back(E->get());
- }
- uses_functions.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced
-
- for (int k = 0; k < uses_functions.size(); k++) {
- if (added.has(uses_functions[k])) {
- continue; //was added already
- }
-
- _dump_function_deps(p_node, uses_functions[k], p_func_code, r_to_add, added);
-
- SL::FunctionNode *fnode = nullptr;
-
- for (int i = 0; i < p_node->functions.size(); i++) {
- if (p_node->functions[i].name == uses_functions[k]) {
- fnode = p_node->functions[i].function;
- break;
- }
- }
-
- ERR_FAIL_COND(!fnode);
-
- r_to_add += "\n";
-
- String header;
- if (fnode->return_type == SL::TYPE_STRUCT) {
- header = _mkid(fnode->return_struct_name);
- } else {
- header = _typestr(fnode->return_type);
- }
-
- if (fnode->return_array_size > 0) {
- header += "[";
- header += itos(fnode->return_array_size);
- header += "]";
- }
-
- header += " ";
- header += _mkid(fnode->name);
- header += "(";
-
- for (int i = 0; i < fnode->arguments.size(); i++) {
- if (i > 0) {
- header += ", ";
- }
- if (fnode->arguments[i].is_const) {
- header += "const ";
- }
- if (fnode->arguments[i].type == SL::TYPE_STRUCT) {
- header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name);
- } else {
- header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
- }
- if (fnode->arguments[i].array_size > 0) {
- header += "[";
- header += itos(fnode->arguments[i].array_size);
- header += "]";
- }
- }
-
- header += ")\n";
- r_to_add += header;
- r_to_add += p_func_code[uses_functions[k]];
-
- added.insert(uses_functions[k]);
- }
-}
-
-static String _get_global_variable_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) {
- switch (p_type) {
- case ShaderLanguage::TYPE_BOOL: {
- return "(" + p_buffer + "[" + p_index + "].x != 0.0)";
- }
- case ShaderLanguage::TYPE_BVEC2: {
- return "(notEqual(" + p_buffer + "[" + p_index + "].xy, vec2(0.0)))";
- }
- case ShaderLanguage::TYPE_BVEC3: {
- return "(notEqual(" + p_buffer + "[" + p_index + "].xyz, vec3(0.0)))";
- }
- case ShaderLanguage::TYPE_BVEC4: {
- return "(notEqual(" + p_buffer + "[" + p_index + "].xyzw, vec4(0.0)))";
- }
- case ShaderLanguage::TYPE_INT: {
- return "floatBitsToInt(" + p_buffer + "[" + p_index + "].x)";
- }
- case ShaderLanguage::TYPE_IVEC2: {
- return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xy)";
- }
- case ShaderLanguage::TYPE_IVEC3: {
- return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyz)";
- }
- case ShaderLanguage::TYPE_IVEC4: {
- return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyzw)";
- }
- case ShaderLanguage::TYPE_UINT: {
- return "floatBitsToUint(" + p_buffer + "[" + p_index + "].x)";
- }
- case ShaderLanguage::TYPE_UVEC2: {
- return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xy)";
- }
- case ShaderLanguage::TYPE_UVEC3: {
- return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz)";
- }
- case ShaderLanguage::TYPE_UVEC4: {
- return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw)";
- }
- case ShaderLanguage::TYPE_FLOAT: {
- return "(" + p_buffer + "[" + p_index + "].x)";
- }
- case ShaderLanguage::TYPE_VEC2: {
- return "(" + p_buffer + "[" + p_index + "].xy)";
- }
- case ShaderLanguage::TYPE_VEC3: {
- return "(" + p_buffer + "[" + p_index + "].xyz)";
- }
- case ShaderLanguage::TYPE_VEC4: {
- return "(" + p_buffer + "[" + p_index + "].xyzw)";
- }
- case ShaderLanguage::TYPE_MAT2: {
- return "mat2(" + p_buffer + "[" + p_index + "].xy," + p_buffer + "[" + p_index + "+1].xy)";
- }
- case ShaderLanguage::TYPE_MAT3: {
- return "mat3(" + p_buffer + "[" + p_index + "].xyz," + p_buffer + "[" + p_index + "+1].xyz," + p_buffer + "[" + p_index + "+2].xyz)";
- }
- case ShaderLanguage::TYPE_MAT4: {
- return "mat4(" + p_buffer + "[" + p_index + "].xyzw," + p_buffer + "[" + p_index + "+1].xyzw," + p_buffer + "[" + p_index + "+2].xyzw," + p_buffer + "[" + p_index + "+3].xyzw)";
- }
- default: {
- ERR_FAIL_V("void");
- }
- }
-}
-
-String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) {
- String code;
-
- switch (p_node->type) {
- case SL::Node::TYPE_SHADER: {
- SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
-
- for (int i = 0; i < pnode->render_modes.size(); i++) {
- if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
- r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]]);
- used_rmode_defines.insert(pnode->render_modes[i]);
- }
-
- if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
- *p_actions.render_mode_flags[pnode->render_modes[i]] = true;
- }
-
- if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
- Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
- *p.first = p.second;
- }
- }
-
- // structs
-
- for (int i = 0; i < pnode->vstructs.size(); i++) {
- SL::StructNode *st = pnode->vstructs[i].shader_struct;
- String struct_code;
-
- struct_code += "struct ";
- struct_code += _mkid(pnode->vstructs[i].name);
- struct_code += " ";
- struct_code += "{\n";
- for (int j = 0; j < st->members.size(); j++) {
- SL::MemberNode *m = st->members[j];
- if (m->datatype == SL::TYPE_STRUCT) {
- struct_code += _mkid(m->struct_name);
- } else {
- struct_code += _prestr(m->precision);
- struct_code += _typestr(m->datatype);
- }
- struct_code += " ";
- struct_code += m->name;
- if (m->array_size > 0) {
- struct_code += "[";
- struct_code += itos(m->array_size);
- struct_code += "]";
- }
- struct_code += ";\n";
- }
- struct_code += "}";
- struct_code += ";\n";
-
- for (int j = 0; j < STAGE_MAX; j++) {
- r_gen_code.stage_globals[j] += struct_code;
- }
- }
-
- int max_texture_uniforms = 0;
- int max_uniforms = 0;
-
- for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
- if (SL::is_sampler_type(E->get().type)) {
- max_texture_uniforms++;
- } else {
- if (E->get().scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue; // Instances are indexed directly, don't need index uniforms.
- }
-
- max_uniforms++;
- }
- }
-
- r_gen_code.texture_uniforms.resize(max_texture_uniforms);
-
- Vector<int> uniform_sizes;
- Vector<int> uniform_alignments;
- Vector<StringName> uniform_defines;
- uniform_sizes.resize(max_uniforms);
- uniform_alignments.resize(max_uniforms);
- uniform_defines.resize(max_uniforms);
- bool uses_uniforms = false;
-
- Vector<StringName> uniform_names;
-
- for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
- uniform_names.push_back(E->key());
- }
-
- uniform_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced
-
- for (int k = 0; k < uniform_names.size(); k++) {
- StringName uniform_name = uniform_names[k];
- const SL::ShaderNode::Uniform &uniform = pnode->uniforms[uniform_name];
-
- String ucode;
-
- if (uniform.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
- //insert, but don't generate any code.
- p_actions.uniforms->insert(uniform_name, uniform);
- continue; // Instances are indexed directly, don't need index uniforms.
- }
- if (SL::is_sampler_type(uniform.type)) {
- ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + uniform.texture_order) + ") uniform ";
- }
-
- bool is_buffer_global = !SL::is_sampler_type(uniform.type) && uniform.scope == SL::ShaderNode::Uniform::SCOPE_GLOBAL;
-
- if (is_buffer_global) {
- //this is an integer to index the global table
- ucode += _typestr(ShaderLanguage::TYPE_UINT);
- } else {
- ucode += _prestr(uniform.precision, ShaderLanguage::is_float_type(uniform.type));
- ucode += _typestr(uniform.type);
- }
-
- ucode += " " + _mkid(uniform_name);
- ucode += ";\n";
- if (SL::is_sampler_type(uniform.type)) {
- for (int j = 0; j < STAGE_MAX; j++) {
- r_gen_code.stage_globals[j] += ucode;
- }
-
- GeneratedCode::Texture texture;
- texture.name = uniform_name;
- texture.hint = uniform.hint;
- texture.type = uniform.type;
- texture.filter = uniform.filter;
- texture.repeat = uniform.repeat;
- texture.global = uniform.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL;
- if (texture.global) {
- r_gen_code.uses_global_textures = true;
- }
-
- r_gen_code.texture_uniforms.write[uniform.texture_order] = texture;
- } else {
- if (!uses_uniforms) {
- uses_uniforms = true;
- }
- uniform_defines.write[uniform.order] = ucode;
- if (is_buffer_global) {
- //globals are indices into the global table
- uniform_sizes.write[uniform.order] = _get_datatype_size(ShaderLanguage::TYPE_UINT);
- uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT);
- } else {
- uniform_sizes.write[uniform.order] = _get_datatype_size(uniform.type);
- uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type);
- }
- }
-
- p_actions.uniforms->insert(uniform_name, uniform);
- }
-
- for (int i = 0; i < max_uniforms; i++) {
- r_gen_code.uniforms += uniform_defines[i];
- }
-
-#if 1
- // add up
- int offset = 0;
- for (int i = 0; i < uniform_sizes.size(); i++) {
- int align = offset % uniform_alignments[i];
-
- if (align != 0) {
- offset += uniform_alignments[i] - align;
- }
-
- r_gen_code.uniform_offsets.push_back(offset);
-
- offset += uniform_sizes[i];
- }
-
- r_gen_code.uniform_total_size = offset;
-
- if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
- r_gen_code.uniform_total_size += 16 - (r_gen_code.uniform_total_size % 16);
- }
-#else
- // add up
- for (int i = 0; i < uniform_sizes.size(); i++) {
- if (i > 0) {
- int align = uniform_sizes[i - 1] % uniform_alignments[i];
- if (align != 0) {
- uniform_sizes[i - 1] += uniform_alignments[i] - align;
- }
-
- uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
- }
- }
- //offset
- r_gen_code.uniform_offsets.resize(uniform_sizes.size());
- for (int i = 0; i < uniform_sizes.size(); i++) {
- if (i > 0)
- r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
- else
- r_gen_code.uniform_offsets[i] = 0;
- }
- /*
- for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
- if (SL::is_sampler_type(E->get().type)) {
- continue;
- }
-
- }
-
-*/
- if (uniform_sizes.size()) {
- r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
- } else {
- r_gen_code.uniform_total_size = 0;
- }
-#endif
-
- uint32_t index = p_default_actions.base_varying_index;
-
- List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light;
-
- Vector<StringName> varying_names;
-
- for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
- varying_names.push_back(E->key());
- }
-
- varying_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced
-
- for (int k = 0; k < varying_names.size(); k++) {
- StringName varying_name = varying_names[k];
- const SL::ShaderNode::Varying &varying = pnode->varyings[varying_name];
-
- if (varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
- var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(varying_name, varying));
- fragment_varyings.insert(varying_name);
- continue;
- }
-
- String vcode;
- String interp_mode = _interpstr(varying.interpolation);
- vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type));
- vcode += _typestr(varying.type);
- vcode += " " + _mkid(varying_name);
- if (varying.array_size > 0) {
- vcode += "[";
- vcode += itos(varying.array_size);
- vcode += "]";
- }
- vcode += ";\n";
-
- r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
- r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
-
- index++;
- }
-
- if (var_frag_to_light.size() > 0) {
- String gcode = "\n\nstruct {\n";
- for (const Pair<StringName, SL::ShaderNode::Varying> &E : var_frag_to_light) {
- gcode += "\t" + _prestr(E.second.precision) + _typestr(E.second.type) + " " + _mkid(E.first);
- if (E.second.array_size > 0) {
- gcode += "[";
- gcode += itos(E.second.array_size);
- gcode += "]";
- }
- gcode += ";\n";
- }
- gcode += "} frag_to_light;\n";
- r_gen_code.stage_globals[STAGE_FRAGMENT] += gcode;
- }
-
- for (int i = 0; i < pnode->vconstants.size(); i++) {
- const SL::ShaderNode::Constant &cnode = pnode->vconstants[i];
- String gcode;
- gcode += "const ";
- gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type));
- if (cnode.type == SL::TYPE_STRUCT) {
- gcode += _mkid(cnode.type_str);
- } else {
- gcode += _typestr(cnode.type);
- }
- gcode += " " + _mkid(String(cnode.name));
- if (cnode.array_size > 0) {
- gcode += "[";
- gcode += itos(cnode.array_size);
- gcode += "]";
- }
- gcode += "=";
- gcode += _dump_node_code(cnode.initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- gcode += ";\n";
- for (int j = 0; j < STAGE_MAX; j++) {
- r_gen_code.stage_globals[j] += gcode;
- }
- }
-
- Map<StringName, String> function_code;
-
- //code for functions
- for (int i = 0; i < pnode->functions.size(); i++) {
- SL::FunctionNode *fnode = pnode->functions[i].function;
- function = fnode;
- current_func_name = fnode->name;
- function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
- function = nullptr;
- }
-
- //place functions in actual code
-
- Set<StringName> added_funcs_per_stage[STAGE_MAX];
-
- for (int i = 0; i < pnode->functions.size(); i++) {
- SL::FunctionNode *fnode = pnode->functions[i].function;
-
- function = fnode;
-
- current_func_name = fnode->name;
-
- if (p_actions.entry_point_stages.has(fnode->name)) {
- Stage stage = p_actions.entry_point_stages[fnode->name];
- _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.stage_globals[stage], added_funcs_per_stage[stage]);
- r_gen_code.code[fnode->name] = function_code[fnode->name];
- }
-
- function = nullptr;
- }
-
- //code+=dump_node_code(pnode->body,p_level);
- } break;
- case SL::Node::TYPE_STRUCT: {
- } break;
- case SL::Node::TYPE_FUNCTION: {
- } break;
- case SL::Node::TYPE_BLOCK: {
- SL::BlockNode *bnode = (SL::BlockNode *)p_node;
-
- //variables
- if (!bnode->single_statement) {
- code += _mktab(p_level - 1) + "{\n";
- }
-
- for (int i = 0; i < bnode->statements.size(); i++) {
- String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
-
- if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
- code += scode; //use directly
- } else {
- code += _mktab(p_level) + scode + ";\n";
- }
- }
- if (!bnode->single_statement) {
- code += _mktab(p_level - 1) + "}\n";
- }
-
- } break;
- case SL::Node::TYPE_VARIABLE_DECLARATION: {
- SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;
-
- String declaration;
- if (vdnode->is_const) {
- declaration += "const ";
- }
- if (vdnode->datatype == SL::TYPE_STRUCT) {
- declaration += _mkid(vdnode->struct_name);
- } else {
- declaration += _prestr(vdnode->precision) + _typestr(vdnode->datatype);
- }
- for (int i = 0; i < vdnode->declarations.size(); i++) {
- if (i > 0) {
- declaration += ",";
- } else {
- declaration += " ";
- }
- declaration += _mkid(vdnode->declarations[i].name);
- if (vdnode->declarations[i].initializer) {
- declaration += "=";
- declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- }
- }
-
- code += declaration;
- } break;
- case SL::Node::TYPE_VARIABLE: {
- SL::VariableNode *vnode = (SL::VariableNode *)p_node;
- bool use_fragment_varying = false;
-
- if (!vnode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
- if (p_assigning) {
- if (shader->varyings.has(vnode->name)) {
- use_fragment_varying = true;
- }
- } else {
- if (fragment_varyings.has(vnode->name)) {
- use_fragment_varying = true;
- }
- }
- }
-
- if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
- *p_actions.write_flag_pointers[vnode->name] = true;
- }
-
- if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
- String define = p_default_actions.usage_defines[vnode->name];
- if (define.begins_with("@")) {
- define = p_default_actions.usage_defines[define.substr(1, define.length())];
- }
- r_gen_code.defines.push_back(define);
- used_name_defines.insert(vnode->name);
- }
-
- if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
- *p_actions.usage_flag_pointers[vnode->name] = true;
- used_flag_pointers.insert(vnode->name);
- }
-
- if (p_default_actions.renames.has(vnode->name)) {
- code = p_default_actions.renames[vnode->name];
- } else {
- if (shader->uniforms.has(vnode->name)) {
- //its a uniform!
- const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name];
- if (u.texture_order >= 0) {
- code = _mkid(vnode->name); //texture, use as is
- } else {
- //a scalar or vector
- if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
- code = actions.base_uniform_string + _mkid(vnode->name); //texture, use as is
- //global variable, this means the code points to an index to the global table
- code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
- } else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- //instance variable, index it as such
- code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + ")";
- code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
- } else {
- //regular uniform, index from UBO
- code = actions.base_uniform_string + _mkid(vnode->name);
- }
- }
-
- } else {
- if (use_fragment_varying) {
- code = "frag_to_light.";
- }
- code += _mkid(vnode->name); //its something else (local var most likely) use as is
- }
- }
-
- if (vnode->name == time_name) {
- if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {
- r_gen_code.uses_vertex_time = true;
- }
- if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {
- r_gen_code.uses_fragment_time = true;
- }
- }
-
- } break;
- case SL::Node::TYPE_ARRAY_CONSTRUCT: {
- SL::ArrayConstructNode *acnode = (SL::ArrayConstructNode *)p_node;
- int sz = acnode->initializer.size();
- if (acnode->datatype == SL::TYPE_STRUCT) {
- code += _mkid(acnode->struct_name);
- } else {
- code += _typestr(acnode->datatype);
- }
- code += "[";
- code += itos(acnode->initializer.size());
- code += "]";
- code += "(";
- for (int i = 0; i < sz; i++) {
- code += _dump_node_code(acnode->initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- if (i != sz - 1) {
- code += ", ";
- }
- }
- code += ")";
- } break;
- case SL::Node::TYPE_ARRAY_DECLARATION: {
- SL::ArrayDeclarationNode *adnode = (SL::ArrayDeclarationNode *)p_node;
- String declaration;
- if (adnode->is_const) {
- declaration += "const ";
- }
- if (adnode->datatype == SL::TYPE_STRUCT) {
- declaration += _mkid(adnode->struct_name);
- } else {
- declaration += _prestr(adnode->precision) + _typestr(adnode->datatype);
- }
- for (int i = 0; i < adnode->declarations.size(); i++) {
- if (i > 0) {
- declaration += ",";
- } else {
- declaration += " ";
- }
- declaration += _mkid(adnode->declarations[i].name);
- declaration += "[";
- if (adnode->size_expression != nullptr) {
- declaration += _dump_node_code(adnode->size_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- } else {
- declaration += itos(adnode->declarations[i].size);
- }
- declaration += "]";
- if (adnode->declarations[i].single_expression) {
- declaration += "=";
- declaration += _dump_node_code(adnode->declarations[i].initializer[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- } else {
- int sz = adnode->declarations[i].initializer.size();
- if (sz > 0) {
- declaration += "=";
- if (adnode->datatype == SL::TYPE_STRUCT) {
- declaration += _mkid(adnode->struct_name);
- } else {
- declaration += _typestr(adnode->datatype);
- }
- declaration += "[";
- declaration += itos(sz);
- declaration += "]";
- declaration += "(";
- for (int j = 0; j < sz; j++) {
- declaration += _dump_node_code(adnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- if (j != sz - 1) {
- declaration += ", ";
- }
- }
- declaration += ")";
- }
- }
- }
-
- code += declaration;
- } break;
- case SL::Node::TYPE_ARRAY: {
- SL::ArrayNode *anode = (SL::ArrayNode *)p_node;
- bool use_fragment_varying = false;
-
- if (!anode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
- if (anode->assign_expression != nullptr && shader->varyings.has(anode->name)) {
- use_fragment_varying = true;
- } else {
- if (p_assigning) {
- if (shader->varyings.has(anode->name)) {
- use_fragment_varying = true;
- }
- } else {
- if (fragment_varyings.has(anode->name)) {
- use_fragment_varying = true;
- }
- }
- }
- }
-
- if (p_assigning && p_actions.write_flag_pointers.has(anode->name)) {
- *p_actions.write_flag_pointers[anode->name] = true;
- }
-
- if (p_default_actions.usage_defines.has(anode->name) && !used_name_defines.has(anode->name)) {
- String define = p_default_actions.usage_defines[anode->name];
- if (define.begins_with("@")) {
- define = p_default_actions.usage_defines[define.substr(1, define.length())];
- }
- r_gen_code.defines.push_back(define);
- used_name_defines.insert(anode->name);
- }
-
- if (p_actions.usage_flag_pointers.has(anode->name) && !used_flag_pointers.has(anode->name)) {
- *p_actions.usage_flag_pointers[anode->name] = true;
- used_flag_pointers.insert(anode->name);
- }
-
- if (p_default_actions.renames.has(anode->name)) {
- code = p_default_actions.renames[anode->name];
- } else {
- if (use_fragment_varying) {
- code = "frag_to_light.";
- }
- code += _mkid(anode->name);
- }
-
- if (anode->call_expression != nullptr) {
- code += ".";
- code += _dump_node_code(anode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
- } else if (anode->index_expression != nullptr) {
- code += "[";
- code += _dump_node_code(anode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += "]";
- } else if (anode->assign_expression != nullptr) {
- code += "=";
- code += _dump_node_code(anode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);
- }
-
- if (anode->name == time_name) {
- if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {
- r_gen_code.uses_vertex_time = true;
- }
- if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {
- r_gen_code.uses_fragment_time = true;
- }
- }
-
- } break;
- case SL::Node::TYPE_CONSTANT: {
- SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
-
- if (cnode->array_size == 0) {
- return get_constant_text(cnode->datatype, cnode->values);
- } else {
- if (cnode->get_datatype() == SL::TYPE_STRUCT) {
- code += _mkid(cnode->struct_name);
- } else {
- code += _typestr(cnode->datatype);
- }
- code += "[";
- code += itos(cnode->array_size);
- code += "]";
- code += "(";
- for (int i = 0; i < cnode->array_size; i++) {
- if (i > 0) {
- code += ",";
- } else {
- code += "";
- }
- code += _dump_node_code(cnode->array_declarations[0].initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- }
- code += ")";
- }
-
- } break;
- case SL::Node::TYPE_OPERATOR: {
- SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
-
- switch (onode->op) {
- case SL::OP_ASSIGN:
- case SL::OP_ASSIGN_ADD:
- case SL::OP_ASSIGN_SUB:
- case SL::OP_ASSIGN_MUL:
- case SL::OP_ASSIGN_DIV:
- case SL::OP_ASSIGN_SHIFT_LEFT:
- case SL::OP_ASSIGN_SHIFT_RIGHT:
- case SL::OP_ASSIGN_MOD:
- case SL::OP_ASSIGN_BIT_AND:
- case SL::OP_ASSIGN_BIT_OR:
- case SL::OP_ASSIGN_BIT_XOR:
- code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- break;
- case SL::OP_BIT_INVERT:
- case SL::OP_NEGATE:
- case SL::OP_NOT:
- case SL::OP_DECREMENT:
- case SL::OP_INCREMENT:
- code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- break;
- case SL::OP_POST_DECREMENT:
- case SL::OP_POST_INCREMENT:
- code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);
- break;
- case SL::OP_CALL:
- case SL::OP_STRUCT:
- case SL::OP_CONSTRUCT: {
- ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
-
- SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
-
- bool is_texture_func = false;
- bool is_screen_texture = false;
- if (onode->op == SL::OP_STRUCT) {
- code += _mkid(vnode->name);
- } else if (onode->op == SL::OP_CONSTRUCT) {
- code += String(vnode->name);
- } else {
- if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
- *p_actions.usage_flag_pointers[vnode->name] = true;
- used_flag_pointers.insert(vnode->name);
- }
-
- if (internal_functions.has(vnode->name)) {
- code += vnode->name;
- is_texture_func = texture_functions.has(vnode->name);
- } else if (p_default_actions.renames.has(vnode->name)) {
- code += p_default_actions.renames[vnode->name];
- } else {
- code += _mkid(vnode->name);
- }
- }
-
- code += "(";
-
- for (int i = 1; i < onode->arguments.size(); i++) {
- if (i > 1) {
- code += ", ";
- }
- String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- if (is_texture_func && i == 1 && onode->arguments[i]->type == SL::Node::TYPE_VARIABLE) {
- //need to map from texture to sampler in order to sample
- const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]);
-
- StringName texture_uniform = varnode->name;
- is_screen_texture = (texture_uniform == "SCREEN_TEXTURE");
-
- String sampler_name;
-
- if (actions.custom_samplers.has(texture_uniform)) {
- sampler_name = actions.custom_samplers[texture_uniform];
- } else {
- if (shader->uniforms.has(texture_uniform)) {
- sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat);
- } else {
- bool found = false;
-
- for (int j = 0; j < function->arguments.size(); j++) {
- if (function->arguments[j].name == texture_uniform) {
- if (function->arguments[j].tex_builtin_check) {
- ERR_CONTINUE(!actions.custom_samplers.has(function->arguments[j].tex_builtin));
- sampler_name = actions.custom_samplers[function->arguments[j].tex_builtin];
- found = true;
- break;
- }
- if (function->arguments[j].tex_argument_check) {
- sampler_name = _get_sampler_name(function->arguments[j].tex_argument_filter, function->arguments[j].tex_argument_repeat);
- found = true;
- break;
- }
- }
- }
- if (!found) {
- //function was most likely unused, so use anything (compiler will remove it anyway)
- sampler_name = _get_sampler_name(ShaderLanguage::FILTER_DEFAULT, ShaderLanguage::REPEAT_DEFAULT);
- }
- }
- }
-
- code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")";
- } else {
- code += node_code;
- }
- }
- code += ")";
- if (is_screen_texture && actions.apply_luminance_multiplier) {
- code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))";
- }
- } break;
- case SL::OP_INDEX: {
- code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += "[";
- code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += "]";
-
- } break;
- case SL::OP_SELECT_IF: {
- code += "(";
- code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += "?";
- code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += ":";
- code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += ")";
-
- } break;
-
- default: {
- if (p_use_scope) {
- code += "(";
- }
- code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- if (p_use_scope) {
- code += ")";
- }
- break;
- }
- }
-
- } break;
- case SL::Node::TYPE_CONTROL_FLOW: {
- SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
- if (cfnode->flow_op == SL::FLOW_OP_IF) {
- code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
- code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
- if (cfnode->blocks.size() == 2) {
- code += _mktab(p_level) + "else\n";
- code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
- }
- } else if (cfnode->flow_op == SL::FLOW_OP_SWITCH) {
- code += _mktab(p_level) + "switch (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
- code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
- } else if (cfnode->flow_op == SL::FLOW_OP_CASE) {
- code += _mktab(p_level) + "case " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ":\n";
- code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
- } else if (cfnode->flow_op == SL::FLOW_OP_DEFAULT) {
- code += _mktab(p_level) + "default:\n";
- code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
- } else if (cfnode->flow_op == SL::FLOW_OP_DO) {
- code += _mktab(p_level) + "do";
- code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ");";
- } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
- code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
- code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
- } else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
- String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
- code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
-
- } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
- if (cfnode->expressions.size()) {
- code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";";
- } else {
- code = "return;";
- }
- } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
- if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
- *p_actions.usage_flag_pointers["DISCARD"] = true;
- used_flag_pointers.insert("DISCARD");
- }
-
- code = "discard;";
- } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
- code = "continue;";
- } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
- code = "break;";
- }
-
- } break;
- case SL::Node::TYPE_MEMBER: {
- SL::MemberNode *mnode = (SL::MemberNode *)p_node;
- code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
- if (mnode->index_expression != nullptr) {
- code += "[";
- code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += "]";
- } else if (mnode->assign_expression != nullptr) {
- code += "=";
- code += _dump_node_code(mnode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);
- } else if (mnode->call_expression != nullptr) {
- code += ".";
- code += _dump_node_code(mnode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
- }
- } break;
- }
-
- return code;
-}
-
-ShaderLanguage::DataType ShaderCompilerRD::_get_variable_type(const StringName &p_type) {
- RS::GlobalVariableType gvt = ((RendererStorageRD *)(RendererStorage::base_singleton))->global_variable_get_type_internal(p_type);
- return RS::global_variable_type_get_shader_datatype(gvt);
-}
-
-Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
- Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_variable_type);
-
- if (err != OK) {
- Vector<String> shader = p_code.split("\n");
- for (int i = 0; i < shader.size(); i++) {
- if (i + 1 == parser.get_error_line()) {
- // Mark the error line to be visible without having to look at
- // the trace at the end.
- print_line(vformat("E%4d-> %s", i + 1, shader[i]));
- } else {
- print_line(vformat("%5d | %s", i + 1, shader[i]));
- }
- }
-
- _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
- return err;
- }
-
- r_gen_code.defines.clear();
- r_gen_code.code.clear();
- for (int i = 0; i < STAGE_MAX; i++) {
- r_gen_code.stage_globals[i] = String();
- }
- r_gen_code.uses_fragment_time = false;
- r_gen_code.uses_vertex_time = false;
- r_gen_code.uses_global_textures = false;
-
- used_name_defines.clear();
- used_rmode_defines.clear();
- used_flag_pointers.clear();
- fragment_varyings.clear();
-
- shader = parser.get_shader();
- function = nullptr;
- _dump_node_code(shader, 1, r_gen_code, *p_actions, actions, false);
-
- return OK;
-}
-
-void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
- actions = p_actions;
-
- time_name = "TIME";
-
- List<String> func_list;
-
- ShaderLanguage::get_builtin_funcs(&func_list);
-
- for (const String &E : func_list) {
- internal_functions.insert(E);
- }
- texture_functions.insert("texture");
- texture_functions.insert("textureProj");
- texture_functions.insert("textureLod");
- texture_functions.insert("textureProjLod");
- texture_functions.insert("textureGrad");
- texture_functions.insert("textureSize");
- texture_functions.insert("texelFetch");
-}
-
-ShaderCompilerRD::ShaderCompilerRD() {
-#if 0
-
- /** SPATIAL SHADER **/
-
- actions[RS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
- actions[RS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
- actions[RS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
- actions[RS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
- actions[RS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
- actions[RS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
-
- actions[RS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
- actions[RS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
- actions[RS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
- actions[RS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
- actions[RS::SHADER_SPATIAL].renames["POSITION"] = "position";
- actions[RS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
- actions[RS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
- actions[RS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
- actions[RS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
- actions[RS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
-
- //builtins
-
- actions[RS::SHADER_SPATIAL].renames["TIME"] = "time";
- actions[RS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
-
- actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
- actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
- actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP"] = "normal_map";
- actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
- actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
- actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
- actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
- actions[RS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
- actions[RS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
- actions[RS::SHADER_SPATIAL].renames["RIM"] = "rim";
- actions[RS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
- actions[RS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
- actions[RS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
- actions[RS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
- actions[RS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
- actions[RS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
- actions[RS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
- actions[RS::SHADER_SPATIAL].renames["AO"] = "ao";
- actions[RS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
- actions[RS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
- actions[RS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
- actions[RS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
- actions[RS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
- actions[RS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
- actions[RS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
- actions[RS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
- actions[RS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
- actions[RS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
-
- //for light
- actions[RS::SHADER_SPATIAL].renames["VIEW"] = "view";
- actions[RS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
- actions[RS::SHADER_SPATIAL].renames["LIGHT"] = "light";
- actions[RS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
- actions[RS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
- actions[RS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
-
- actions[RS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
- actions[RS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
- actions[RS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
- actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
- actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
- actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
- actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
- actions[RS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
- actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
- actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP"] = "#define ENABLE_NORMAL_MAP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
- actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
- actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
- actions[RS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
-
- actions[RS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
- actions[RS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
- actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
- actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
-
- actions[RS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions[RS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
-
- actions[RS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
-
- bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
-
- if (!force_lambert) {
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
- }
-
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
-
- bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
-
- if (!force_blinn) {
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
-
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
-
- /* PARTICLES SHADER */
-
- actions[RS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
- actions[RS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
- actions[RS::SHADER_PARTICLES].renames["MASS"] = "mass";
- actions[RS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
- actions[RS::SHADER_PARTICLES].renames["RESTART"] = "restart";
- actions[RS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
- actions[RS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
- actions[RS::SHADER_PARTICLES].renames["TIME"] = "time";
- actions[RS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
- actions[RS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
- actions[RS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
- actions[RS::SHADER_PARTICLES].renames["INDEX"] = "index";
- actions[RS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
- actions[RS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
- actions[RS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
-
- actions[RS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
- actions[RS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
- actions[RS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
-#endif
-}
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h
deleted file mode 100644
index 0fe9047967..0000000000
--- a/servers/rendering/renderer_rd/shader_compiler_rd.h
+++ /dev/null
@@ -1,132 +0,0 @@
-/*************************************************************************/
-/* shader_compiler_rd.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef SHADER_COMPILER_RD_H
-#define SHADER_COMPILER_RD_H
-
-#include "core/templates/pair.h"
-#include "servers/rendering/shader_language.h"
-#include "servers/rendering/shader_types.h"
-#include "servers/rendering_server.h"
-
-class ShaderCompilerRD {
-public:
- enum Stage {
- STAGE_VERTEX,
- STAGE_FRAGMENT,
- STAGE_COMPUTE,
- STAGE_MAX
- };
-
- struct IdentifierActions {
- Map<StringName, Stage> entry_point_stages;
-
- Map<StringName, Pair<int *, int>> render_mode_values;
- Map<StringName, bool *> render_mode_flags;
- Map<StringName, bool *> usage_flag_pointers;
- Map<StringName, bool *> write_flag_pointers;
-
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
- };
-
- struct GeneratedCode {
- Vector<String> defines;
- struct Texture {
- StringName name;
- ShaderLanguage::DataType type;
- ShaderLanguage::ShaderNode::Uniform::Hint hint;
- ShaderLanguage::TextureFilter filter;
- ShaderLanguage::TextureRepeat repeat;
- bool global;
- };
-
- Vector<Texture> texture_uniforms;
-
- Vector<uint32_t> uniform_offsets;
- uint32_t uniform_total_size;
- String uniforms;
- String stage_globals[STAGE_MAX];
-
- Map<String, String> code;
-
- bool uses_global_textures;
- bool uses_fragment_time;
- bool uses_vertex_time;
- };
-
- struct DefaultIdentifierActions {
- Map<StringName, String> renames;
- Map<StringName, String> render_mode_defines;
- Map<StringName, String> usage_defines;
- Map<StringName, String> custom_samplers;
- ShaderLanguage::TextureFilter default_filter;
- ShaderLanguage::TextureRepeat default_repeat;
- String sampler_array_name;
- int base_texture_binding_index = 0;
- int texture_layout_set = 0;
- String base_uniform_string;
- String global_buffer_array_variable;
- String instance_uniform_index_variable;
- uint32_t base_varying_index = 0;
- bool apply_luminance_multiplier = false;
- };
-
-private:
- ShaderLanguage parser;
-
- String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
-
- void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added);
- String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_scope = true);
-
- const ShaderLanguage::ShaderNode *shader;
- const ShaderLanguage::FunctionNode *function;
- StringName current_func_name;
- StringName time_name;
- Set<StringName> texture_functions;
-
- Set<StringName> used_name_defines;
- Set<StringName> used_flag_pointers;
- Set<StringName> used_rmode_defines;
- Set<StringName> internal_functions;
- Set<StringName> fragment_varyings;
-
- DefaultIdentifierActions actions;
-
- static ShaderLanguage::DataType _get_variable_type(const StringName &p_type);
-
-public:
- Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
-
- void initialize(DefaultIdentifierActions p_actions);
- ShaderCompilerRD();
-};
-
-#endif // SHADERCOMPILERRD_H
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 82efa1318c..c9b6d09d4c 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -79,7 +79,7 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
}
if (push_chunk) {
- if (text != String()) {
+ if (!text.is_empty()) {
StageTemplate::Chunk text_chunk;
text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
text_chunk.text = text.utf8();
@@ -90,7 +90,7 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
}
}
- if (text != String()) {
+ if (!text.is_empty()) {
StageTemplate::Chunk text_chunk;
text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
text_chunk.text = text.utf8();
@@ -174,9 +174,12 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c
if (p_version->uniforms.size()) {
builder.append("#define MATERIAL_UNIFORMS_USED\n");
}
- for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) {
- builder.append(String("#define ") + String(E->key()) + "_CODE_USED\n");
+ for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
+ builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
}
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
+ builder.append("#define MOLTENVK_USED\n");
+#endif
} break;
case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
@@ -292,7 +295,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
}
RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
- Version *version = version_owner.getornull(p_version);
+ Version *version = version_owner.get_or_null(p_version);
RS::ShaderNativeSourceCode source_code;
ERR_FAIL_COND_V(!version, source_code);
@@ -355,8 +358,8 @@ String ShaderRD::_version_get_sha1(Version *p_version) const {
hash_build.append(p_version->compute_globals.get_data());
Vector<StringName> code_sections;
- for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) {
- code_sections.push_back(E->key());
+ for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
+ code_sections.push_back(E.key);
}
code_sections.sort_custom<StringName::AlphCompare>();
@@ -379,8 +382,8 @@ bool ShaderRD::_load_from_cache(Version *p_version) {
String sha1 = _version_get_sha1(p_version);
String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
- FileAccessRef f = FileAccess::open(path, FileAccess::READ);
- if (!f) {
+ Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
+ if (f.is_null()) {
return false;
}
@@ -442,8 +445,8 @@ void ShaderRD::_save_to_cache(Version *p_version) {
String sha1 = _version_get_sha1(p_version);
String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
- FileAccessRef f = FileAccess::open(path, FileAccess::WRITE);
- ERR_FAIL_COND(!f);
+ Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
+ ERR_FAIL_COND(f.is_null());
f->store_buffer((const uint8_t *)shader_file_header, 4);
f->store_32(cache_file_version); //file version
uint32_t variant_count = variant_defines.size();
@@ -453,8 +456,6 @@ void ShaderRD::_save_to_cache(Version *p_version) {
f->store_32(p_version->variant_data[i].size()); //stage count
f->store_buffer(p_version->variant_data[i].ptr(), p_version->variant_data[i].size());
}
-
- f->close();
}
void ShaderRD::_compile_version(Version *p_version) {
@@ -475,7 +476,9 @@ void ShaderRD::_compile_version(Version *p_version) {
#if 1
- RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &ShaderRD::_compile_variant, p_version, variant_defines.size(), -1, true, SNAME("ShaderCompilation"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
#else
for (int i = 0; i < variant_defines.size(); i++) {
_compile_variant(i, p_version);
@@ -521,17 +524,17 @@ void ShaderRD::_compile_version(Version *p_version) {
p_version->valid = true;
}
-void ShaderRD::version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines) {
+void ShaderRD::version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines) {
ERR_FAIL_COND(is_compute);
- Version *version = version_owner.getornull(p_version);
+ Version *version = version_owner.get_or_null(p_version);
ERR_FAIL_COND(!version);
version->vertex_globals = p_vertex_globals.utf8();
version->fragment_globals = p_fragment_globals.utf8();
version->uniforms = p_uniforms.utf8();
version->code_sections.clear();
- for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) {
- version->code_sections[StringName(E->key().to_upper())] = E->get().utf8();
+ for (const KeyValue<String, String> &E : p_code) {
+ version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
}
version->custom_defines.clear();
@@ -546,18 +549,18 @@ void ShaderRD::version_set_code(RID p_version, const Map<String, String> &p_code
}
}
-void ShaderRD::version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines) {
+void ShaderRD::version_set_compute_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines) {
ERR_FAIL_COND(!is_compute);
- Version *version = version_owner.getornull(p_version);
+ Version *version = version_owner.get_or_null(p_version);
ERR_FAIL_COND(!version);
version->compute_globals = p_compute_globals.utf8();
version->uniforms = p_uniforms.utf8();
version->code_sections.clear();
- for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) {
- version->code_sections[StringName(E->key().to_upper())] = E->get().utf8();
+ for (const KeyValue<String, String> &E : p_code) {
+ version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
}
version->custom_defines.clear();
@@ -573,7 +576,7 @@ void ShaderRD::version_set_compute_code(RID p_version, const Map<String, String>
}
bool ShaderRD::version_is_valid(RID p_version) {
- Version *version = version_owner.getornull(p_version);
+ Version *version = version_owner.get_or_null(p_version);
ERR_FAIL_COND_V(!version, false);
if (version->dirty) {
@@ -585,7 +588,7 @@ bool ShaderRD::version_is_valid(RID p_version) {
bool ShaderRD::version_free(RID p_version) {
if (version_owner.owns(p_version)) {
- Version *version = version_owner.getornull(p_version);
+ Version *version = version_owner.get_or_null(p_version);
_clear_version(version);
version_owner.free(p_version);
} else {
@@ -635,7 +638,7 @@ void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String
variants_enabled.push_back(true);
}
- if (shader_cache_dir != String()) {
+ if (!shader_cache_dir.is_empty()) {
StringBuilder hash_build;
hash_build.append("[base_hash]");
@@ -649,8 +652,8 @@ void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String
base_sha256 = hash_build.as_string().sha256_text();
- DirAccessRef d = DirAccess::open(shader_cache_dir);
- ERR_FAIL_COND(!d);
+ Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
+ ERR_FAIL_COND(d.is_null());
if (d->change_dir(name) != OK) {
Error err = d->make_dir(name);
ERR_FAIL_COND(err != OK);
diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h
index 529328f0ed..40b10808c2 100644
--- a/servers/rendering/renderer_rd/shader_rd.h
+++ b/servers/rendering/renderer_rd/shader_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,16 +35,11 @@
#include "core/string/string_builder.h"
#include "core/templates/hash_map.h"
#include "core/templates/local_vector.h"
-#include "core/templates/map.h"
+#include "core/templates/rb_map.h"
#include "core/templates/rid_owner.h"
#include "core/variant/variant.h"
#include "servers/rendering_server.h"
-#include <stdio.h>
-/**
- @author Juan Linietsky <reduzio@gmail.com>
-*/
-
class ShaderRD {
//versions
CharString general_defines;
@@ -56,7 +51,7 @@ class ShaderRD {
CharString vertex_globals;
CharString compute_globals;
CharString fragment_globals;
- Map<StringName, CharString> code_sections;
+ HashMap<StringName, CharString> code_sections;
Vector<CharString> custom_defines;
Vector<uint8_t> *variant_data = nullptr;
@@ -134,14 +129,14 @@ protected:
public:
RID version_create();
- void version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines);
- void version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines);
+ void version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines);
+ void version_set_compute_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines);
_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
- Version *version = version_owner.getornull(p_version);
+ Version *version = version_owner.get_or_null(p_version);
ERR_FAIL_COND_V(!version, RID());
if (version->dirty) {
@@ -173,4 +168,4 @@ public:
virtual ~ShaderRD();
};
-#endif
+#endif // SHADER_RD_H
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index fc513d3fb9..d352743908 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -10,8 +10,11 @@ if "RD_GLSL" in env["BUILDERS"]:
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
# make sure we recompile shaders if include files change
- env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
+ env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
# compile shaders
for glsl_file in glsl_files:
env.RD_GLSL(glsl_file)
+
+SConscript("effects/SCsub")
+SConscript("environment/SCsub")
diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl
index 967da1e6e4..14f190a49f 100644
--- a/servers/rendering/renderer_rd/shaders/blit.glsl
+++ b/servers/rendering/renderer_rd/shaders/blit.glsl
@@ -4,7 +4,8 @@
#VERSION_DEFINES
-layout(push_constant, binding = 0, std140) uniform Pos {
+layout(push_constant, std140) uniform Pos {
+ vec4 src_rect;
vec4 dst_rect;
vec2 eye_center;
@@ -22,8 +23,8 @@ layout(location = 0) out vec2 uv;
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv = base_arr[gl_VertexIndex];
- vec2 vtx = data.dst_rect.xy + uv * data.dst_rect.zw;
+ uv = data.src_rect.xy + base_arr[gl_VertexIndex] * data.src_rect.zw;
+ vec2 vtx = data.dst_rect.xy + base_arr[gl_VertexIndex] * data.dst_rect.zw;
gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0);
}
@@ -33,7 +34,8 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 0, std140) uniform Pos {
+layout(push_constant, std140) uniform Pos {
+ vec4 src_rect;
vec4 dst_rect;
vec2 eye_center;
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
deleted file mode 100644
index 52bf2886b5..0000000000
--- a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
+++ /dev/null
@@ -1,21 +0,0 @@
-#define FLAG_HORIZONTAL (1 << 0)
-#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
-#define FLAG_GLOW_FIRST_PASS (1 << 2)
-
-layout(push_constant, binding = 1, std430) uniform Blur {
- vec2 pixel_size;
- uint flags;
- uint pad;
-
- // Glow.
- float glow_strength;
- float glow_bloom;
- float glow_hdr_threshold;
- float glow_hdr_scale;
-
- float glow_exposure;
- float glow_white;
- float glow_luminance_cap;
- float glow_auto_exposure_grey;
-}
-blur;
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 2911e8b731..f8e9020f9f 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -82,7 +82,7 @@ void main() {
#endif
- mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
+ mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
#define FLAGS_INSTANCING_MASK 0x7F
#define FLAGS_INSTANCING_HAS_COLORS (1 << 7)
@@ -91,7 +91,6 @@ void main() {
uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK;
#ifdef USE_ATTRIBUTES
-
if (instancing > 1) {
// trails
@@ -128,37 +127,37 @@ void main() {
vertex = new_vertex;
color *= pcolor;
-
} else
#endif // USE_ATTRIBUTES
+ {
+ if (instancing == 1) {
+ uint stride = 2;
+ {
+ if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
+ stride += 1;
+ }
+ if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
+ stride += 1;
+ }
+ }
+
+ uint offset = stride * gl_InstanceIndex;
+
+ mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 2;
- if (instancing == 1) {
- uint stride = 2;
- {
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
- stride += 1;
+ color *= transforms.data[offset];
+ offset += 1;
}
+
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
- stride += 1;
+ instance_custom = transforms.data[offset];
}
- }
-
- uint offset = stride * gl_InstanceIndex;
- mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
- offset += 2;
-
- if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
- color *= transforms.data[offset];
- offset += 1;
+ matrix = transpose(matrix);
+ model_matrix = model_matrix * matrix;
}
-
- if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
- instance_custom = transforms.data[offset];
- }
-
- matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
}
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
@@ -180,7 +179,7 @@ void main() {
#endif
#if !defined(SKIP_TRANSFORM_USED)
- vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
+ vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
#endif
color_interp = color;
@@ -462,10 +461,6 @@ float msdf_median(float r, float g, float b, float a) {
return min(max(min(r, g), min(max(r, g), b)), a);
}
-vec2 msdf_map(vec2 value, vec2 in_min, vec2 in_max, vec2 out_min, vec2 out_max) {
- return out_min + (out_max - out_min) * (value - in_min) / (in_max - in_min);
-}
-
void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
index 9f89f4b3b7..930cf792cb 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
@@ -6,7 +6,7 @@
layout(location = 0) in highp vec3 vertex;
-layout(push_constant, binding = 0, std430) uniform Constants {
+layout(push_constant, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
@@ -34,7 +34,7 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 0, std430) uniform Constants {
+layout(push_constant, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
index 2bdfbabfcf..0fafc7d486 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
@@ -12,7 +12,7 @@ layout(r16_snorm, set = 0, binding = 2) uniform restrict writeonly image2D dst_s
layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process;
layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 size;
int stride;
int shift;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 0cff505cae..2ea6965c09 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -41,7 +41,7 @@
// Push Constant
-layout(push_constant, binding = 0, std430) uniform DrawData {
+layout(push_constant, std430) uniform DrawData {
vec2 world_x;
vec2 world_y;
vec2 world_ofs;
@@ -138,10 +138,10 @@ layout(set = 0, binding = 7) uniform texture2D sdf_texture;
layout(set = 0, binding = 8) uniform sampler material_samplers[12];
-layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
-global_variables;
+global_shader_uniforms;
/* SET1: Is reserved for the material */
diff --git a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
index 40da2c6e5c..0034de8c91 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
@@ -40,7 +40,7 @@ const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32
vec3(0.83, 0.22, 0.27),
vec3(0.83, 0.22, 0.32),
vec3(1.00, 0.63, 0.70));
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uvec2 screen_size;
uvec2 cluster_screen_size;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
index 6d95722a57..2fe230f0bf 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -9,7 +9,7 @@ layout(location = 0) in vec3 vertex_attrib;
layout(location = 0) out float depth_interp;
layout(location = 1) out flat uint element_index;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint base_index;
uint pad0;
uint pad1;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_store.glsl b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
index b0606efa94..64a145f3c6 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_store.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
@@ -6,7 +6,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint cluster_render_data_size; // how much data for a single cluster takes
uint max_render_element_count_div_32; //divided by 32
uvec2 cluster_screen_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/SCsub b/servers/rendering/renderer_rd/shaders/effects/SCsub
new file mode 100644
index 0000000000..741da8fe69
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/SCsub
@@ -0,0 +1,17 @@
+#!/usr/bin/env python
+
+Import("env")
+
+if "RD_GLSL" in env["BUILDERS"]:
+ # find all include files
+ gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
+
+ # find all shader code(all glsl files excluding our include files)
+ glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
+
+ # make sure we recompile shaders if include files change
+ env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
+
+ # compile shaders
+ for glsl_file in glsl_files:
+ env.RD_GLSL(glsl_file)
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
index f8b4e3f610..96f5c3e9f2 100644
--- a/servers/rendering/renderer_rd/shaders/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
@@ -53,7 +53,9 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
- //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
+ // Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
+
+ // note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount.
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
@@ -94,6 +96,7 @@ void main() {
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
+
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
GLOW_ADD(vec2(1.0, 0.0), 0.165569);
GLOW_ADD(vec2(2.0, 0.0), 0.140367);
@@ -101,7 +104,10 @@ void main() {
GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
+
+ // only do this in the horizontal pass, if we also do this in the vertical pass we're doubling up.
color *= blur.glow_strength;
+
frag_color = color;
} else {
vec2 pix_size = blur.pixel_size;
@@ -110,13 +116,17 @@ void main() {
GLOW_ADD(vec2(0.0, 2.0), 0.122581);
GLOW_ADD(vec2(0.0, -1.0), 0.233062);
GLOW_ADD(vec2(0.0, -2.0), 0.122581);
- color *= blur.glow_strength;
+
frag_color = color;
}
#undef GLOW_ADD
if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
+ // In the first pass bring back to correct color range else we're applying the wrong threshold
+ // in subsequent passes we can use it as is as we'd just be undoing it right after.
+ frag_color *= blur.luminance_multiplier;
+
#ifdef GLOW_USE_AUTO_EXPOSURE
frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
@@ -126,10 +136,10 @@ void main() {
float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
- frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
+ frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)) / blur.luminance_multiplier;
}
-#endif
+#endif // MODE_GAUSSIAN_GLOW
#ifdef MODE_COPY
vec4 color = textureLod(source_color, uv_interp, 0.0);
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
new file mode 100644
index 0000000000..730504571a
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
@@ -0,0 +1,26 @@
+#define FLAG_HORIZONTAL (1 << 0)
+#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
+#define FLAG_GLOW_FIRST_PASS (1 << 2)
+
+layout(push_constant, std430) uniform Blur {
+ vec2 pixel_size; // 08 - 08
+ uint flags; // 04 - 12
+ uint pad; // 04 - 16
+
+ // Glow.
+ float glow_strength; // 04 - 20
+ float glow_bloom; // 04 - 24
+ float glow_hdr_threshold; // 04 - 28
+ float glow_hdr_scale; // 04 - 32
+
+ float glow_exposure; // 04 - 36
+ float glow_white; // 04 - 40
+ float glow_luminance_cap; // 04 - 44
+ float glow_auto_exposure_grey; // 04 - 48
+
+ float luminance_multiplier; // 04 - 52
+ float res1; // 04 - 56
+ float res2; // 04 - 60
+ float res3; // 04 - 64
+}
+blur;
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index 0438671dd2..0438671dd2 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
index fadea1631c..b90a527554 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
@@ -1,4 +1,4 @@
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 size;
float z_far;
float z_near;
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a3b3938ee9..a3b3938ee9 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index 4110a95ddb..3a4ef86ef0 100644
--- a/servers/rendering/renderer_rd/shaders/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
@@ -17,7 +17,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
#define FLAG_ALPHA_TO_ONE (1 << 9)
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec4 section;
ivec2 target;
uint flags;
@@ -61,7 +61,7 @@ layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buff
layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#endif
-#ifdef MODE_GAUSSIAN_GLOW
+#ifdef MODE_GAUSSIAN_BLUR
shared vec4 local_cache[256];
shared vec4 temp_cache[128];
#endif
@@ -70,7 +70,7 @@ void main() {
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
-#ifndef MODE_GAUSSIAN_GLOW // Glow needs the extra threads
+#ifndef MODE_GAUSSIAN_BLUR // Gaussian blur needs the extra threads
if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
return;
}
@@ -84,41 +84,19 @@ void main() {
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
color /= 4.0;
+ color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color));
+ color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color));
imageStore(dest_buffer, pos + params.target, color);
#endif
#ifdef MODE_GAUSSIAN_BLUR
- //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-
- if (bool(params.flags & FLAG_HORIZONTAL)) {
- ivec2 base_pos = (pos + params.section.xy) << 1;
- vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
- color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
- color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
- color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
- color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
- color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
- color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
- imageStore(dest_buffer, pos + params.target, color);
- } else {
- ivec2 base_pos = (pos + params.section.xy);
- vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
- color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
- color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
- color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
- color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
- imageStore(dest_buffer, pos + params.target, color);
- }
-#endif
-
-#ifdef MODE_GAUSSIAN_GLOW
-
// First pass copy texture into 16x16 local memory for every 8x8 thread block
vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
+#ifdef MODE_GLOW
if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
@@ -126,35 +104,49 @@ void main() {
local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
- } else {
+ } else
+#endif
+ {
local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
}
-
+#ifdef MODE_GLOW
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+ // Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114));
+ }
+ const float kernel[4] = { 0.174938, 0.165569, 0.140367, 0.106595 };
+#else
+ // Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect.
+ const float kernel[4] = { 0.214607, 0.189879, 0.131514, 0.071303 };
+#endif
memoryBarrierShared();
barrier();
// Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution
uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4;
vec4 color_top = vec4(0.0);
- color_top += local_cache[read_index] * 0.174938;
- color_top += local_cache[read_index + 1] * 0.165569;
- color_top += local_cache[read_index + 2] * 0.140367;
- color_top += local_cache[read_index + 3] * 0.106595;
- color_top += local_cache[read_index - 1] * 0.165569;
- color_top += local_cache[read_index - 2] * 0.140367;
- color_top += local_cache[read_index - 3] * 0.106595;
+ color_top += local_cache[read_index] * kernel[0];
+ color_top += local_cache[read_index + 1] * kernel[1];
+ color_top += local_cache[read_index + 2] * kernel[2];
+ color_top += local_cache[read_index + 3] * kernel[3];
+ color_top += local_cache[read_index - 1] * kernel[1];
+ color_top += local_cache[read_index - 2] * kernel[2];
+ color_top += local_cache[read_index - 3] * kernel[3];
vec4 color_bottom = vec4(0.0);
- color_bottom += local_cache[read_index + 16] * 0.174938;
- color_bottom += local_cache[read_index + 1 + 16] * 0.165569;
- color_bottom += local_cache[read_index + 2 + 16] * 0.140367;
- color_bottom += local_cache[read_index + 3 + 16] * 0.106595;
- color_bottom += local_cache[read_index - 1 + 16] * 0.165569;
- color_bottom += local_cache[read_index - 2 + 16] * 0.140367;
- color_bottom += local_cache[read_index - 3 + 16] * 0.106595;
+ color_bottom += local_cache[read_index + 16] * kernel[0];
+ color_bottom += local_cache[read_index + 1 + 16] * kernel[1];
+ color_bottom += local_cache[read_index + 2 + 16] * kernel[2];
+ color_bottom += local_cache[read_index + 3 + 16] * kernel[3];
+ color_bottom += local_cache[read_index - 1 + 16] * kernel[1];
+ color_bottom += local_cache[read_index - 2 + 16] * kernel[2];
+ color_bottom += local_cache[read_index - 3 + 16] * kernel[3];
// rotate samples to take advantage of cache coherency
uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16;
@@ -165,17 +157,28 @@ void main() {
memoryBarrierShared();
barrier();
+ // If destination outside of texture, can stop doing work now
+ if (any(greaterThanEqual(pos, params.section.zw))) {
+ return;
+ }
+
// Vertical pass
uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4;
vec4 color = vec4(0.0);
- color += temp_cache[index] * 0.174938;
- color += temp_cache[index + 1] * 0.165569;
- color += temp_cache[index + 2] * 0.140367;
- color += temp_cache[index + 3] * 0.106595;
- color += temp_cache[index - 1] * 0.165569;
- color += temp_cache[index - 2] * 0.140367;
- color += temp_cache[index - 3] * 0.106595;
+ color += temp_cache[index] * kernel[0];
+ color += temp_cache[index + 1] * kernel[1];
+ color += temp_cache[index + 2] * kernel[2];
+ color += temp_cache[index + 3] * kernel[3];
+ color += temp_cache[index - 1] * kernel[1];
+ color += temp_cache[index - 2] * kernel[2];
+ color += temp_cache[index - 3] * kernel[3];
+
+#ifdef MODE_GLOW
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+ // Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114));
+ }
color *= params.glow_strength;
@@ -191,7 +194,7 @@ void main() {
color = min(color * feedback, vec4(params.glow_luminance_cap));
}
-
+#endif
imageStore(dest_buffer, pos + params.target, color);
#endif
@@ -256,7 +259,9 @@ void main() {
const float PI = 3.14159265359;
vec2 uv = vec2(pos) / vec2(params.section.zw);
- uv.y = 1.0 - uv.y;
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ uv.y = 1.0 - uv.y;
+ }
float phi = uv.x * 2.0 * PI;
float theta = uv.y * PI;
diff --git a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
index 8c68e2dc2f..1c17eabb56 100644
--- a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
@@ -4,9 +4,22 @@
#VERSION_DEFINES
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
+#ifdef MULTIVIEW
+layout(location = 0) out vec3 uv_interp;
+#else
layout(location = 0) out vec2 uv_interp;
+#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
@@ -19,9 +32,11 @@ params;
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- vec2 vpos = uv_interp;
+ uv_interp.xy = base_arr[gl_VertexIndex];
+#ifdef MULTIVIEW
+ uv_interp.z = ViewIndex;
+#endif
+ vec2 vpos = uv_interp.xy;
if (params.use_section) {
vpos = params.section.xy + vpos * params.section.zw;
}
@@ -39,7 +54,16 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
+layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
@@ -52,12 +76,25 @@ layout(push_constant, binding = 1, std430) uniform Params {
}
params;
+#ifdef MULTIVIEW
+layout(location = 0) in vec3 uv_interp;
+#else
layout(location = 0) in vec2 uv_interp;
+#endif
+#ifdef MULTIVIEW
+layout(set = 0, binding = 0) uniform sampler2DArray source_color;
+#ifdef MODE_TWO_SOURCES
+layout(set = 1, binding = 0) uniform sampler2DArray source_depth;
+layout(location = 1) out float depth;
+#endif /* MODE_TWO_SOURCES */
+#else /* MULTIVIEW */
layout(set = 0, binding = 0) uniform sampler2D source_color;
#ifdef MODE_TWO_SOURCES
layout(set = 1, binding = 0) uniform sampler2D source_color2;
-#endif
+#endif /* MODE_TWO_SOURCES */
+#endif /* MULTIVIEW */
+
layout(location = 0) out vec4 frag_color;
vec3 linear_to_srgb(vec3 color) {
@@ -68,9 +105,14 @@ vec3 linear_to_srgb(vec3 color) {
}
void main() {
+#ifdef MULTIVIEW
+ vec3 uv = uv_interp;
+#else
vec2 uv = uv_interp;
+#endif
#ifdef MODE_PANORAMA_TO_DP
+ // Note, multiview and panorama should not be mixed at this time
//obtain normal from dual paraboloid uv
#define M_PI 3.14159265359
@@ -97,11 +139,22 @@ void main() {
//uv.y = 1.0 - uv.y;
uv = 1.0 - uv;
}
-#endif
+#endif /* MODE_PANORAMA_TO_DP */
+
+#ifdef MULTIVIEW
+ vec4 color = textureLod(source_color, uv, 0.0);
+#ifdef MODE_TWO_SOURCES
+ // In multiview our 2nd input will be our depth map
+ depth = textureLod(source_depth, uv, 0.0).r;
+#endif /* MODE_TWO_SOURCES */
+
+#else /* MULTIVIEW */
vec4 color = textureLod(source_color, uv, 0.0);
#ifdef MODE_TWO_SOURCES
color += textureLod(source_color2, uv, 0.0);
-#endif
+#endif /* MODE_TWO_SOURCES */
+#endif /* MULTIVIEW */
+
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
@@ -111,5 +164,6 @@ void main() {
if (params.srgb) {
color.rgb = linear_to_srgb(color.rgb);
}
+
frag_color = color;
}
diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl
index 69b895ed29..e77d0de719 100644
--- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl
@@ -4,7 +4,7 @@
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float z_far;
float z_near;
vec2 texel_size;
@@ -31,7 +31,7 @@ layout(location = 0) in vec2 uv_interp;
layout(set = 0, binding = 0) uniform samplerCube source_cube;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float z_far;
float z_near;
vec2 texel_size;
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler.glsl
index 63f0ce690e..63f0ce690e 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler.glsl
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_inc.glsl
index b329e67293..641e0906f5 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_inc.glsl
@@ -1,4 +1,4 @@
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint face_size;
uint face_id; // only used in raster shader
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl
index 0828ffd921..0828ffd921 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_filter.glsl
index 2a774b0eb4..2a774b0eb4 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_filter.glsl
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl
index 324d306218..0990dc7c2f 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl
@@ -25,7 +25,7 @@
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
int mip_level;
uint face_id;
}
@@ -47,7 +47,7 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
int mip_level;
uint face_id;
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl
index 28f4dc59ec..1d46f59408 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl
@@ -21,24 +21,38 @@ void main() {
vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
vec3 N = texelCoordToVec(uv, id.z);
- //vec4 color = color_interp;
-
if (params.use_direct_write) {
imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
} else {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size);
+ float roughness2 = params.roughness * params.roughness;
+ float roughness4 = roughness2 * roughness2;
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ mat3 T;
+ T[0] = normalize(cross(UpVector, N));
+ T[1] = cross(N, T[0]);
+ T[2] = N;
+
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
vec2 xi = Hammersley(sampleNum, params.sample_count);
- vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
- vec3 V = N;
- vec3 L = (2.0 * dot(V, H) * H - V);
+ vec3 H = T * ImportanceSampleGGX(xi, roughness4);
+ float NdotH = dot(N, H);
+ vec3 L = (2.0 * NdotH * H - N);
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
- sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ float D = DistributionGGX(NdotH, roughness4);
+ float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
+
+ float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
+
+ float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
+
+ sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl;
sum.a += ndotl;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl
index be12be5dec..1bee428a6f 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl
@@ -1,6 +1,6 @@
#define M_PI 3.14159265359
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint face_id;
uint sample_count;
float roughness;
@@ -47,12 +47,10 @@ vec3 texelCoordToVec(vec2 uv, uint faceID) {
return normalize(result);
}
-vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
- float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
-
+vec3 ImportanceSampleGGX(vec2 xi, float roughness4) {
// Compute distribution direction
- float Phi = 2.0 * M_PI * Xi.x;
- float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
+ float Phi = 2.0 * M_PI * xi.x;
+ float CosTheta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y));
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
// Convert to spherical direction
@@ -61,12 +59,15 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
H.y = SinTheta * sin(Phi);
H.z = CosTheta;
- vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 TangentX = normalize(cross(UpVector, N));
- vec3 TangentY = cross(N, TangentX);
+ return H;
+}
+
+float DistributionGGX(float NdotH, float roughness4) {
+ float NdotH2 = NdotH * NdotH;
+ float denom = (NdotH2 * (roughness4 - 1.0) + 1.0);
+ denom = M_PI * denom * denom;
- // Tangent to world space
- return TangentX * H.x + TangentY * H.y + N * H.z;
+ return roughness4 / denom;
}
// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl
index 2570308816..c29accd8a7 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl
@@ -42,17 +42,33 @@ void main() {
} else {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size);
+ float roughness2 = params.roughness * params.roughness;
+ float roughness4 = roughness2 * roughness2;
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ mat3 T;
+ T[0] = normalize(cross(UpVector, N));
+ T[1] = cross(N, T[0]);
+ T[2] = N;
+
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
vec2 xi = Hammersley(sampleNum, params.sample_count);
- vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
- vec3 V = N;
- vec3 L = (2.0 * dot(V, H) * H - V);
+ vec3 H = T * ImportanceSampleGGX(xi, roughness4);
+ float NdotH = dot(N, H);
+ vec3 L = (2.0 * NdotH * H - N);
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
- sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ float D = DistributionGGX(NdotH, roughness4);
+ float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
+
+ float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
+
+ float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
+
+ sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl;
sum.a += ndotl;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/resolve.glsl
index fecf812a8c..0e086331c0 100644
--- a/servers/rendering/renderer_rd/shaders/resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/resolve.glsl
@@ -25,7 +25,7 @@ layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_vox
#endif
-layout(push_constant, binding = 16, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int sample_count;
uint pad;
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index 78e0a85341..246ef81cb2 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -15,7 +15,7 @@ layout(r8, set = 1, binding = 1) uniform restrict writeonly image2D blur_radius_
layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal_roughness;
layout(set = 3, binding = 0) uniform sampler2D source_metallic;
-layout(push_constant, binding = 2, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec4 proj_info;
ivec2 screen_size;
@@ -32,12 +32,17 @@ layout(push_constant, binding = 2, std430) uniform Params {
bool use_half_res;
uint metallic_mask;
- mat4 projection;
+ uint view_index;
+ uint pad1;
+ uint pad2;
+ uint pad3;
}
params;
+#include "screen_space_reflection_inc.glsl"
+
vec2 view_to_screen(vec3 view_pos, out float w) {
- vec4 projected = params.projection * vec4(view_pos, 1.0);
+ vec4 projected = scene_data.projection[params.view_index] * vec4(view_pos, 1.0);
projected.xyz /= projected.w;
projected.xy = projected.xy * 0.5 + 0.5;
w = projected.w;
@@ -46,24 +51,16 @@ vec2 view_to_screen(vec3 view_pos, out float w) {
#define M_PI 3.14159265359
-vec3 reconstructCSPosition(vec2 S, float z) {
- if (params.orthogonal) {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
- } else {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
- }
-}
-
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing
return;
}
vec2 pixel_size = 1.0 / vec2(params.screen_size);
- vec2 uv = vec2(ssC) * pixel_size;
+ vec2 uv = vec2(ssC.xy) * pixel_size;
uv += pixel_size * 0.5;
@@ -77,7 +74,12 @@ void main() {
normal = normalize(normal);
normal.y = -normal.y; //because this code reads flipped
- vec3 view_dir = normalize(vertex);
+ vec3 view_dir;
+ if (sc_multiview) {
+ view_dir = normalize(vertex + scene_data.eye_offset[params.view_index].xyz);
+ } else {
+ view_dir = normalize(vertex);
+ }
vec3 ray_dir = normalize(reflect(view_dir, normal));
if (dot(ray_dir, normal) < 0.001) {
@@ -154,6 +156,11 @@ void main() {
// convert to linear depth
depth = imageLoad(source_depth, ivec2(pos - 0.5)).r;
+ if (sc_multiview) {
+ depth = depth * 2.0 - 1.0;
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ depth = -depth;
+ }
z_from = z_to;
z_to = z / w;
@@ -175,23 +182,23 @@ void main() {
if (found) {
float margin_blend = 1.0;
- vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin
- if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, params.screen_size + margin)))) {
- // clip outside screen + margin
+ vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.05); // make a uniform margin
+ if (any(bvec4(lessThan(pos, vec2(0.0, 0.0)), greaterThan(pos, params.screen_size)))) {
+ // clip at the screen edges
imageStore(ssr_image, ssC, vec4(0.0));
return;
}
{
- //blend fading out towards external margin
- vec2 margin_grad = mix(pos - params.screen_size, -pos, lessThan(pos, vec2(0.0)));
- margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y));
+ //blend fading out towards inner margin
+ // 0.5 = midpoint of reflection
+ vec2 margin_grad = mix(params.screen_size - pos, pos, lessThan(pos, params.screen_size * 0.5));
+ margin_blend = smoothstep(0.0, margin.x * margin.y, margin_grad.x * margin_grad.y);
//margin_blend = 1.0;
}
vec2 final_pos;
- float grad;
- grad = steps_taken / float(params.num_steps);
+ float grad = (steps_taken + 1.0) / float(params.num_steps);
float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in);
float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade;
final_pos = pos;
@@ -224,13 +231,15 @@ void main() {
}
}
+ // Isn't this going to be overwritten after our endif?
final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size));
imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8
-#endif
+#endif // MODE_ROUGH
final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend);
+
//change blend by metallic
vec4 metallic_mask = unpackUnorm4x8(params.metallic_mask);
final_color.a *= dot(metallic_mask, texelFetch(source_metallic, ssC << 1, 0));
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl
index 62d1cffb0a..a63d60e0b2 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl
@@ -16,13 +16,13 @@ layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius;
#endif
layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth;
-layout(push_constant, binding = 2, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec4 proj_info;
bool orthogonal;
float edge_tolerance;
int increment;
- uint pad;
+ uint view_index;
ivec2 screen_size;
bool vertical;
@@ -30,6 +30,8 @@ layout(push_constant, binding = 2, std430) uniform Params {
}
params;
+#include "screen_space_reflection_inc.glsl"
+
#define GAUSS_TABLE_SIZE 15
const float gauss_table[GAUSS_TABLE_SIZE + 1] = float[](
@@ -64,14 +66,6 @@ float gauss_weight(float p_val) {
#define M_PI 3.14159265359
-vec3 reconstructCSPosition(vec2 S, float z) {
- if (params.orthogonal) {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
- } else {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
- }
-}
-
void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor, ivec2 texcoord, ivec2 increment, vec3 p_pos, vec3 normal, float p_limit_radius) {
for (int i = 1; i < params.steps; i++) {
float d = float(i * params.increment);
@@ -110,7 +104,7 @@ void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing
return;
}
@@ -130,13 +124,13 @@ void main() {
ivec2 direction = ivec2(params.increment, 0);
#endif
float depth = imageLoad(source_depth, ssC).r;
- vec3 pos = reconstructCSPosition(vec2(ssC) + 0.5, depth);
+ vec3 pos = reconstructCSPosition(vec2(ssC.xy) + 0.5, depth);
vec3 normal = imageLoad(source_normal, ssC).xyz * 2.0 - 1.0;
normal = normalize(normal);
normal.y = -normal.y;
- do_filter(accum, accum_radius, divisor, ssC, direction, pos, normal, radius);
- do_filter(accum, accum_radius, divisor, ssC, -direction, pos, normal, radius);
+ do_filter(accum, accum_radius, divisor, ssC.xy, direction, pos, normal, radius);
+ do_filter(accum, accum_radius, divisor, ssC.xy, -direction, pos, normal, radius);
if (divisor > 0.0) {
accum /= divisor;
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl
new file mode 100644
index 0000000000..26405ab040
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl
@@ -0,0 +1,28 @@
+layout(constant_id = 0) const bool sc_multiview = false;
+
+layout(set = 4, binding = 0, std140) uniform SceneData {
+ mat4x4 projection[2];
+ mat4x4 inv_projection[2];
+ vec4 eye_offset[2];
+}
+scene_data;
+
+vec3 reconstructCSPosition(vec2 screen_pos, float z) {
+ if (sc_multiview) {
+ vec4 pos;
+ pos.xy = (2.0 * vec2(screen_pos) / vec2(params.screen_size)) - 1.0;
+ pos.z = z * 2.0 - 1.0;
+ pos.w = 1.0;
+
+ pos = scene_data.inv_projection[params.view_index] * pos;
+ pos.xyz /= pos.w;
+
+ return pos.xyz;
+ } else {
+ if (params.orthogonal) {
+ return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z);
+ } else {
+ return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
+ }
+ }
+}
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl
index 2328effe7b..a7da0812df 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl
@@ -6,6 +6,11 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+/* Specialization Constants (Toggles) */
+
+layout(constant_id = 0) const bool sc_multiview = false;
+
+/* inputs */
layout(set = 0, binding = 0) uniform sampler2D source_ssr;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
layout(set = 1, binding = 1) uniform sampler2D source_normal;
@@ -13,7 +18,7 @@ layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ss
layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float camera_z_near;
float camera_z_far;
@@ -28,7 +33,7 @@ void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing
return;
}
//do not filter, SSR will generate arctifacts if this is done
@@ -57,13 +62,19 @@ void main() {
normal.xyz += nr.xyz * 2.0 - 1.0;
normal.w += nr.w;
- d = d * 2.0 - 1.0;
- if (params.orthogonal) {
- d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ if (sc_multiview) {
+ // we're doing a full unproject so we need the value as is.
+ depth += d;
} else {
- d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near));
+ // unproject our Z value so we can use it directly.
+ d = d * 2.0 - 1.0;
+ if (params.orthogonal) {
+ d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ } else {
+ d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near));
+ }
+ depth += -d;
}
- depth += -d;
}
color /= 4.0;
@@ -71,17 +82,22 @@ void main() {
normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5;
normal.w /= 4.0;
} else {
- color = texelFetch(source_ssr, ssC << 1, 0);
- depth = texelFetch(source_depth, ssC << 1, 0).r;
- normal = texelFetch(source_normal, ssC << 1, 0);
-
- depth = depth * 2.0 - 1.0;
- if (params.orthogonal) {
- depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
- } else {
- depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ ivec2 ofs = ssC << 1;
+
+ color = texelFetch(source_ssr, ofs, 0);
+ depth = texelFetch(source_depth, ofs, 0).r;
+ normal = texelFetch(source_normal, ofs, 0);
+
+ if (!sc_multiview) {
+ // unproject our Z value so we can use it directly.
+ depth = depth * 2.0 - 1.0;
+ if (params.orthogonal) {
+ depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ }
+ depth = -depth;
}
- depth = -depth;
}
imageStore(dest_ssr, ssC, color);
diff --git a/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl
new file mode 100644
index 0000000000..c62144fdaf
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl
@@ -0,0 +1,112 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
+#extension GL_EXT_multiview : enable
+#endif
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#else // USE_MULTIVIEW
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
+
+#ifdef USE_MULTIVIEW
+layout(location = 0) out vec3 uv_interp;
+#else // USE_MULTIVIEW
+layout(location = 0) out vec2 uv_interp;
+#endif //USE_MULTIVIEW
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+
+#ifdef USE_MULTIVIEW
+ uv_interp = vec3(base_arr[gl_VertexIndex], ViewIndex);
+
+ gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
+#else
+ uv_interp = base_arr[gl_VertexIndex];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+#endif
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
+#extension GL_EXT_multiview : enable
+#endif
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#else // USE_MULTIVIEW
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
+
+#ifdef USE_MULTIVIEW
+layout(location = 0) in vec3 uv_interp;
+#else // USE_MULTIVIEW
+layout(location = 0) in vec2 uv_interp;
+#endif //USE_MULTIVIEW
+
+#ifdef USE_MULTIVIEW
+layout(set = 0, binding = 0) uniform sampler2DArray specular;
+#else // USE_MULTIVIEW
+layout(set = 0, binding = 0) uniform sampler2D specular;
+#endif //USE_MULTIVIEW
+
+#ifdef MODE_SSR
+
+#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 0) uniform sampler2DArray ssr;
+#else // USE_MULTIVIEW
+layout(set = 1, binding = 0) uniform sampler2D ssr;
+#endif //USE_MULTIVIEW
+
+#endif
+
+#ifdef MODE_MERGE
+
+#ifdef USE_MULTIVIEW
+layout(set = 2, binding = 0) uniform sampler2DArray diffuse;
+#else // USE_MULTIVIEW
+layout(set = 2, binding = 0) uniform sampler2D diffuse;
+#endif //USE_MULTIVIEW
+
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ frag_color.rgb = texture(specular, uv_interp).rgb;
+ frag_color.a = 0.0;
+#ifdef MODE_SSR
+
+ vec4 ssr_color = texture(ssr, uv_interp);
+ frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
+#endif
+
+#ifdef MODE_MERGE
+ frag_color += texture(diffuse, uv_interp);
+#endif
+ //added using additive blend
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
index ee0db6a6f0..134aae5ce7 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
@@ -25,7 +25,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec2 pixel_size;
float z_far;
float z_near;
@@ -42,6 +42,9 @@ layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_
layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1;
layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2;
layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3;
+#ifdef GENERATE_FULL_MIPS
+layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_image4;
+#endif
#endif
vec4 screen_space_to_view_space_depth(vec4 p_depth) {
@@ -150,7 +153,27 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid)
float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+#ifndef GENERATE_FULL_MIPS
+ }
+#else
+ depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
}
+ still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y;
+
+ p_output_coord /= 2;
+ groupMemoryBarrier();
+ barrier();
+
+ if (still_alive) {
+ float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
+ float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8];
+ float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0];
+ float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8];
+
+ float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
+ imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+ }
+#endif
}
#else
#ifndef USE_HALF_BUFFERS
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
index 6e945edfcd..2a87e273bc 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
@@ -23,8 +23,6 @@
#VERSION_DEFINES
-#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
-
#define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32)
const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = {
vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
@@ -62,7 +60,6 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 };
#define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
#define SSAO_MAX_TAPS 32
-#define SSAO_MAX_REF_TAPS 512
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
#define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT)
#define SSAO_DEPTH_MIP_LEVELS 4
@@ -88,7 +85,7 @@ counter;
layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
// This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead
-layout(push_constant, binding = 3, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int pass;
int quality;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl
index d9cd2b4e85..f42734c46d 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl
@@ -29,7 +29,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_ssao;
layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float edge_sharpness;
float pad;
vec2 half_screen_pixel_size;
@@ -128,19 +128,19 @@ void main() {
#ifdef MODE_NON_SMART
- vec2 halfPixel = params.half_screen_pixel_size * 0.5f;
+ vec2 half_pixel = params.half_screen_pixel_size * 0.5;
vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
- vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy;
+ vec2 center = textureLod(source_ssao, vec2(uv), 0.0).xy;
vec4 vals;
- vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x;
- vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x;
- vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x;
- vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x;
+ vals.x = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0).x;
+ vals.y = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0).x;
+ vals.z = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0).x;
+ vals.w = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0).x;
- vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y);
+ vec2 sampled = vec2(dot(vals, vec4(0.2)) + center.x * 0.2, center.y);
#else
#ifdef MODE_SMART
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
index 687fe1e6e2..04f98964e8 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
@@ -26,7 +26,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#ifdef GENERATE_MAP
-layout(set = 0, binding = 0) uniform sampler2DArray source_ssao;
+layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
#else
layout(set = 0, binding = 0) uniform sampler2D source_importance;
#endif
@@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
counter;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec2 half_screen_pixel_size;
float intensity;
float power;
@@ -56,11 +56,10 @@ void main() {
vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
- float avg = 0.0;
float minV = 1.0;
float maxV = 0.0;
for (int i = 0; i < 4; i++) {
- vec4 vals = textureGather(source_ssao, vec3(base_uv, i));
+ vec4 vals = textureGather(source_texture, vec3(base_uv, i));
// apply the same modifications that would have been applied in the main shader
vals = params.intensity * vals;
@@ -69,8 +68,6 @@ void main() {
vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
- avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0));
-
maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
index 0907423d5d..f6a9a92fac 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
@@ -27,7 +27,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float inv_sharpness;
uint size_modifier;
vec2 pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
new file mode 100644
index 0000000000..513791dfbf
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
@@ -0,0 +1,444 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+// 2021-05-27: clayjohn: convert SSAO to SSIL
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define SSIL_MAIN_DISK_SAMPLE_COUNT (32)
+const vec4 sample_pattern[SSIL_MAIN_DISK_SAMPLE_COUNT] = {
+ vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
+ vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283),
+ vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055),
+ vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520),
+ vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800),
+ vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046),
+ vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246),
+ vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244)
+};
+
+// these values can be changed (up to SSIL_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors
+// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples)
+const int num_taps[5] = { 3, 5, 12, 0, 0 };
+
+#define SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar
+#define SSIL_TILT_SAMPLES_AMOUNT (0.4)
+//
+#define SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar
+#define SSIL_HALOING_REDUCTION_AMOUNT (0.8) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable)
+//
+#define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2)
+#define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically
+//
+// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for
+// testing purposes, it will not yield performance gains (or correct results)
+#define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1)
+//
+#define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
+
+#define SSIL_MAX_TAPS 32
+#define SSIL_ADAPTIVE_TAP_BASE_COUNT 5
+#define SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSIL_MAX_TAPS - SSIL_ADAPTIVE_TAP_BASE_COUNT)
+#define SSIL_DEPTH_MIP_LEVELS 4
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps;
+layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal;
+layout(set = 0, binding = 2) uniform Constants { //get into a lower set
+ vec4 rotation_matrices[20];
+}
+constants;
+
+#ifdef ADAPTIVE
+layout(rgba16, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssil;
+layout(set = 1, binding = 1) uniform sampler2D source_importance;
+layout(set = 1, binding = 2, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(rgba16, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(r8, set = 2, binding = 1) uniform image2D edges_weights_image;
+
+layout(set = 3, binding = 0) uniform sampler2D last_frame;
+layout(set = 3, binding = 1) uniform ProjectionConstants {
+ mat4 reprojection;
+}
+projection_constants;
+
+layout(push_constant, std430) uniform Params {
+ ivec2 screen_size;
+ int pass;
+ int quality;
+
+ vec2 half_screen_pixel_size;
+ vec2 half_screen_pixel_size_x025;
+
+ vec2 NDC_to_view_mul;
+ vec2 NDC_to_view_add;
+
+ vec2 pad2;
+ float z_near;
+ float z_far;
+
+ float radius;
+ float intensity;
+ int size_multiplier;
+ int pad;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float normal_rejection_amount;
+ float inv_radius_near_limit;
+
+ bool is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ ivec2 pass_coord_offset;
+ vec2 pass_uv_offset;
+}
+params;
+
+float pack_edges(vec4 p_edgesLRTB) {
+ p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05);
+ return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0));
+}
+
+vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) {
+ if (params.is_orthogonal) {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth);
+ } else {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth);
+ }
+}
+
+// calculate effect radius and fit our screen sampling pattern inside it
+void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) {
+ r_radius = params.radius;
+
+ // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts
+ const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2;
+
+ r_radius *= too_close_limit;
+
+ // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence
+ r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x;
+
+ // used to calculate falloff (both for AO samples and per-sample weights)
+ r_fallof_sq = -1.0 / (r_radius * r_radius);
+}
+
+vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) {
+ // slope-sensitive depth-based edge detection
+ vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z;
+ vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz;
+ edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted));
+ return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0);
+}
+
+vec3 decode_normal(vec3 p_encoded_normal) {
+ vec3 normal = p_encoded_normal * 2.0 - 1.0;
+ return normal;
+}
+
+vec3 load_normal(ivec2 p_pos) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
+
+vec3 load_normal(ivec2 p_pos, ivec2 p_offset) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
+
+// all vectors in viewspace
+float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) {
+ float length_sq = dot(p_hit_delta, p_hit_delta);
+ float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq);
+
+ float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0);
+
+ return max(0, NdotD - 0.05) * falloff_mult;
+}
+
+void SSIL_tap_inner(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) {
+ // get depth at sample
+ float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x;
+ vec3 sample_normal = load_normal(ivec2(p_sampling_uv * vec2(params.screen_size)));
+
+ // convert to viewspace
+ vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z);
+ vec3 hit_delta = hit_pos - p_pix_center_pos;
+
+ float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq);
+ float weight = 1.0;
+
+ if (p_quality_level >= SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) {
+ float reduct = max(0, -hit_delta.z);
+ reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0);
+ weight = SSIL_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSIL_HALOING_REDUCTION_AMOUNT);
+ }
+
+ // Translate sampling_uv to last screen's coordinates
+ const vec4 sample_pos = projection_constants.reprojection * vec4(p_sampling_uv * 2.0 - 1.0, (viewspace_sample_z - params.z_near) / (params.z_far - params.z_near) * 2.0 - 1.0, 1.0);
+ vec2 reprojected_sampling_uv = (sample_pos.xy / sample_pos.w) * 0.5 + 0.5;
+
+ weight *= p_weight_mod;
+
+ r_obscurance_sum += obscurance * weight;
+
+ vec3 sample_color = textureLod(last_frame, reprojected_sampling_uv, 5.0).rgb;
+ // Reduce impact of fireflies by tonemapping before averaging: http://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ sample_color /= (1.0 + dot(sample_color, vec3(0.299, 0.587, 0.114)));
+ r_color_sum += sample_color * obscurance * weight * mix(1.0, smoothstep(0.0, 0.1, -dot(sample_normal, normalize(hit_delta))), params.normal_rejection_amount);
+ r_weight_sum += weight;
+}
+
+void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) {
+ vec2 sample_offset;
+ float sample_pow_2_len;
+
+ // patterns
+ {
+ vec4 new_sample = sample_pattern[p_tap_index];
+ sample_offset = new_sample.xy * p_rot_scale;
+ sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) );
+ p_weight_mod *= new_sample.z;
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ sample_offset = round(sample_offset);
+
+ // calculate MIP based on the sample distance from the centre, similar to as described
+ // in http://graphics.cs.williams.edu/papers/SAOHPG12/.
+ float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
+
+ vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+
+ // for the second tap, just use the mirrored offset
+ vec2 sample_offset_mirrored_uv = -sample_offset;
+
+ // tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ if (p_quality_level >= SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) {
+ float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy);
+ sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy;
+ sample_offset_mirrored_uv = round(sample_offset_mirrored_uv);
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+}
+
+void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) {
+ vec2 pos_rounded = trunc(p_pos);
+ uvec2 upos = uvec2(pos_rounded);
+
+ const int number_of_taps = (p_adaptive_base) ? (SSIL_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]);
+ float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z;
+
+ vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass));
+ vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass));
+
+ // get this pixel's viewspace depth
+ pix_z = valuesUL.y;
+
+ // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ pix_left_z = valuesUL.x;
+ pix_top_z = valuesUL.z;
+ pix_right_z = valuesBR.z;
+ pix_bottom_z = valuesBR.x;
+
+ vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025;
+ vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z);
+
+ // Load this pixel's viewspace normal
+ uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy;
+ vec3 pixel_normal = load_normal(ivec2(full_res_coord));
+
+ const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy;
+
+ float pixel_lookup_radius;
+ float fallof_sq;
+
+ // calculate effect radius and fit our screen sampling pattern inside it
+ float viewspace_radius;
+ calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq);
+
+ // calculate samples rotation/scaling
+ mat2 rot_scale_matrix;
+ uint pseudo_random_index;
+
+ {
+ vec4 rotation_scale;
+ // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead
+ if (!p_adaptive_base && (p_quality_level >= SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) {
+ float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y));
+ near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0);
+ pixel_lookup_radius *= near_screen_border;
+ }
+
+ // load & update pseudo-random rotation matrix
+ pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5;
+ rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index];
+ rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius);
+ }
+
+ // the main obscurance & sample weight storage
+ vec3 color_sum = vec3(0.0);
+ float obscurance_sum = 0.0;
+ float weight_sum = 0.0;
+
+ // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
+
+ // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
+ pix_center_pos *= 0.9992;
+
+ if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z);
+ }
+
+ const float global_mip_offset = SSIL_DEPTH_MIPS_GLOBAL_OFFSET;
+ float mip_offset = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset);
+
+ // Used to tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y);
+ float norm_xy_length = length(norm_xy);
+ norm_xy /= vec2(norm_xy_length, -norm_xy_length);
+ norm_xy_length *= SSIL_TILT_SAMPLES_AMOUNT;
+
+ // standard, non-adaptive approach
+ if ((p_quality_level != 3) || p_adaptive_base) {
+ for (int i = 0; i < number_of_taps; i++) {
+ SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length);
+ }
+ }
+#ifdef ADAPTIVE
+ else {
+ // add new ones if needed
+ vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy;
+ float importance = textureLod(source_importance, full_res_uv, 0.0).x;
+
+ //Need to store obscurance from base pass
+ // load existing base values
+ vec4 base_values = imageLoad(source_ssil, ivec3(upos, params.pass));
+ weight_sum += imageLoad(edges_weights_image, ivec2(upos)).r * float(SSIL_ADAPTIVE_TAP_BASE_COUNT * 4.0);
+ color_sum += (base_values.rgb) * weight_sum;
+ obscurance_sum += (base_values.a) * weight_sum;
+
+ // increase importance around edges
+ float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0));
+
+ float avg_total_importance = float(counter.sum) * params.load_counter_avg_div;
+
+ float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0);
+ importance *= importance_limiter;
+
+ float additional_sample_count = SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance;
+
+ const float blend_range = 3.0;
+ const float blend_range_inv = 1.0 / blend_range;
+
+ additional_sample_count += 0.5;
+ uint additional_samples = uint(additional_sample_count);
+ uint additional_samples_to = min(SSIL_MAX_TAPS, additional_samples + SSIL_ADAPTIVE_TAP_BASE_COUNT);
+
+ for (uint i = SSIL_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) {
+ additional_sample_count -= 1.0f;
+ float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0);
+ SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length);
+ }
+ }
+#endif
+
+ // Early out for adaptive base
+ if (p_adaptive_base) {
+ vec3 color = color_sum / weight_sum;
+
+ r_color = color;
+ r_edges = vec4(0.0);
+ r_obscurance = obscurance_sum / weight_sum;
+ r_weight = weight_sum;
+ return;
+ }
+
+ // Calculate weighted average
+ vec3 color = color_sum / weight_sum;
+ color /= 1.0 - dot(color, vec3(0.299, 0.587, 0.114));
+
+ // Calculate fadeout (1 close, gradient, 0 far)
+ float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0);
+
+ // Reduce the SSIL if we're on the edge to remove artifacts on edges (we don't care for the lower quality one)
+ if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts
+ float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0);
+
+ fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0);
+ }
+
+ color = params.intensity * color;
+
+ color *= fade_out;
+
+ // outputs!
+ r_color = color;
+ r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc.
+ r_obscurance = clamp((obscurance_sum / weight_sum) * params.intensity, 0.0, 1.0);
+ r_weight = weight_sum;
+}
+
+void main() {
+ vec3 out_color;
+ float out_obscurance;
+ float out_weight;
+ vec4 out_edges;
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5);
+#ifdef SSIL_BASE
+ generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, true);
+
+ imageStore(dest_image, ssC, vec4(out_color, out_obscurance));
+ imageStore(edges_weights_image, ssC, vec4(out_weight / (float(SSIL_ADAPTIVE_TAP_BASE_COUNT) * 4.0)));
+#else
+ generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, false); // pass in quality levels
+
+ imageStore(dest_image, ssC, vec4(out_color, out_obscurance));
+ imageStore(edges_weights_image, ssC, vec4(pack_edges(out_edges)));
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
new file mode 100644
index 0000000000..47c56571f6
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
@@ -0,0 +1,144 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+// 2021-05-27: clayjohn: convert SSAO to SSIL
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2D source_ssil;
+
+layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges;
+
+layout(push_constant, std430) uniform Params {
+ float edge_sharpness;
+ float pad;
+ vec2 half_screen_pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0);
+}
+
+void add_sample(vec4 p_ssil_value, float p_edge_value, inout vec4 r_sum, inout float r_sum_weight) {
+ float weight = p_edge_value;
+
+ r_sum += (weight * p_ssil_value);
+ r_sum_weight += weight;
+}
+
+#ifdef MODE_WIDE
+vec4 sample_blurred_wide(ivec2 p_pos, vec2 p_coord) {
+ vec4 ssil_value = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0));
+ vec4 ssil_valueL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-2, 0));
+ vec4 ssil_valueT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -2));
+ vec4 ssil_valueR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(2, 0));
+ vec4 ssil_valueB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 2));
+
+ vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, p_pos).r);
+ edgesLRTB.x *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(-2, 0)).r).y;
+ edgesLRTB.z *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, -2)).r).w;
+ edgesLRTB.y *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(2, 0)).r).x;
+ edgesLRTB.w *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, 2)).r).z;
+
+ float sum_weight = 0.8;
+ vec4 sum = ssil_value * sum_weight;
+
+ add_sample(ssil_valueL, edgesLRTB.x, sum, sum_weight);
+ add_sample(ssil_valueR, edgesLRTB.y, sum, sum_weight);
+ add_sample(ssil_valueT, edgesLRTB.z, sum, sum_weight);
+ add_sample(ssil_valueB, edgesLRTB.w, sum, sum_weight);
+
+ vec4 ssil_avg = sum / sum_weight;
+
+ ssil_value = ssil_avg;
+
+ return ssil_value;
+}
+#endif
+
+#ifdef MODE_SMART
+vec4 sample_blurred(ivec2 p_pos, vec2 p_coord) {
+ vec4 vC = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0));
+ vec4 vL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-1, 0));
+ vec4 vT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -1));
+ vec4 vR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(1, 0));
+ vec4 vB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 1));
+
+ float packed_edges = imageLoad(source_edges, p_pos).r;
+ vec4 edgesLRTB = unpack_edges(packed_edges);
+
+ float sum_weight = 0.5;
+ vec4 sum = vC * sum_weight;
+
+ add_sample(vL, edgesLRTB.x, sum, sum_weight);
+ add_sample(vR, edgesLRTB.y, sum, sum_weight);
+ add_sample(vT, edgesLRTB.z, sum, sum_weight);
+ add_sample(vB, edgesLRTB.w, sum, sum_weight);
+
+ vec4 ssil_avg = sum / sum_weight;
+
+ vec4 ssil_value = ssil_avg;
+
+ return ssil_value;
+}
+#endif
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef MODE_NON_SMART
+
+ vec2 half_pixel = params.half_screen_pixel_size * 0.5;
+
+ vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
+
+ vec4 centre = textureLod(source_ssil, uv, 0.0);
+
+ vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2;
+
+ vec4 sampled = value + centre * 0.2;
+
+#else
+#ifdef MODE_SMART
+ vec4 sampled = sample_blurred(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#else // MODE_WIDE
+ vec4 sampled = sample_blurred_wide(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#endif
+#endif // MODE_NON_SMART
+ imageStore(dest_image, ssC, sampled);
+}
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
new file mode 100644
index 0000000000..6b6b02739d
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
@@ -0,0 +1,125 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+// 2021-05-27: clayjohn: convert SSAO to SSIL
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#ifdef GENERATE_MAP
+layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
+#else
+layout(set = 0, binding = 0) uniform sampler2D source_importance;
+#endif
+layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+#ifdef PROCESS_MAPB
+layout(set = 2, binding = 0, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(push_constant, std430) uniform Params {
+ vec2 half_screen_pixel_size;
+ float intensity;
+ float pad;
+}
+params;
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef GENERATE_MAP
+ // importance map stuff
+ uvec2 base_position = ssC * 2;
+
+ float avg = 0.0;
+ float minV = 1.0;
+ float maxV = 0.0;
+ for (int i = 0; i < 4; i++) {
+ vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity;
+ vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity;
+ vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity;
+ vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity;
+
+ // Calculate luminance (black and white value)
+ float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721));
+ float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721));
+ float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721));
+ float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721));
+
+ maxV = max(maxV, max(max(a, b), max(c, d)));
+ minV = min(minV, min(min(a, b), min(c, d)));
+ }
+
+ float min_max_diff = maxV - minV;
+
+ imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6)));
+#endif
+
+#ifdef PROCESS_MAPA
+ vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+#endif
+
+#ifdef PROCESS_MAPB
+ vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+
+ // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel
+ uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
+
+ // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
+ if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
+ atomicAdd(counter.sum, sum);
+ }
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
new file mode 100644
index 0000000000..9e86ac0cf0
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
@@ -0,0 +1,122 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+// 2021-05-27: clayjohn: convert SSAO to SSIL
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
+layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges;
+
+layout(push_constant, std430) uniform Params {
+ float inv_sharpness;
+ uint size_modifier;
+ vec2 pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0);
+}
+
+void main() {
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_SMART
+ uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy);
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+
+ // calculate index in the four deinterleaved source array texture
+ int mx = int(pix_pos.x % 2);
+ int my = int(pix_pos.y % 2);
+ int index_center = mx + my * 2; // center index
+ int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
+
+ vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0);
+
+ vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r);
+
+ // convert index shifts to sampling offsets
+ float fmx = float(mx);
+ float fmy = float(my);
+
+ // in case of an edge, push sampling offsets away from the edge (towards pixel center)
+ float fmxe = (edgesLRTB.y - edgesLRTB.x);
+ float fmye = (edgesLRTB.w - edgesLRTB.z);
+
+ // calculate final sampling offsets and sample using bilinear filter
+ vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size;
+ vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0);
+ vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size;
+ vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0);
+ vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size;
+ vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0);
+
+ // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
+ vec4 blendWeights;
+ blendWeights.x = 1.0;
+ blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
+ blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
+ blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
+
+ // calculate weighted average
+ float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0));
+ color += color_horizontal * blendWeights.y;
+ color += color_vertical * blendWeights.z;
+ color += color_diagonal * blendWeights.w;
+ color /= blendWeightsSum;
+
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color);
+#else // !MODE_SMART
+
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+#ifdef MODE_HALF
+ vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
+ vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
+ vec4 avg = (a + d) * 0.5;
+
+#else
+ vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
+ vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0);
+ vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0);
+ vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
+ vec4 avg = (a + b + c + d) * 0.25;
+
+#endif
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg);
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index 4411587116..62a7b0e7d7 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -44,7 +44,12 @@ layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
+#ifdef MULTIVIEW
+layout(set = 2, binding = 0) uniform sampler2DArray source_glow;
+#else
layout(set = 2, binding = 0) uniform sampler2D source_glow;
+#endif
+layout(set = 2, binding = 1) uniform sampler2D glow_map;
#ifdef USE_1D_LUT
layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
@@ -52,7 +57,7 @@ layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 bcs;
bool use_bcs;
@@ -63,7 +68,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
uvec2 glow_texture_size;
float glow_intensity;
- uint pad3;
+ float glow_map_strength;
uint glow_mode;
float glow_levels[7];
@@ -117,6 +122,36 @@ float h1(float a) {
return 1.0f + w3(a) / (w2(a) + w3(a));
}
+#ifdef MULTIVIEW
+vec4 texture2D_bicubic(sampler2DArray tex, vec2 uv, int p_lod) {
+ float lod = float(p_lod);
+ vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
+ vec2 pixel_size = vec2(1.0f) / tex_size;
+
+ uv = uv * tex_size + vec2(0.5f);
+
+ vec2 iuv = floor(uv);
+ vec2 fuv = fract(uv);
+
+ float g0x = g0(fuv.x);
+ float g1x = g1(fuv.x);
+ float h0x = h0(fuv.x);
+ float h1x = h1(fuv.x);
+ float h0y = h0(fuv.y);
+ float h1y = h1(fuv.y);
+
+ vec3 p0 = vec3((vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex);
+ vec3 p1 = vec3((vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex);
+ vec3 p2 = vec3((vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex);
+ vec3 p3 = vec3((vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex);
+
+ return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
+ (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+}
+
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
+#else // MULTIVIEW
+
vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
float lod = float(p_lod);
vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
@@ -140,16 +175,21 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
- (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+ (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
+#endif // !MULTIVIEW
-#else
+#else // USE_GLOW_FILTER_BICUBIC
+#ifdef MULTIVIEW
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, vec3(m_uv, ViewIndex), float(m_lod))
+#else // MULTIVIEW
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
+#endif // !MULTIVIEW
-#endif
+#endif // !USE_GLOW_FILTER_BICUBIC
vec3 tonemap_filmic(vec3 color, float white) {
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
@@ -169,16 +209,33 @@ vec3 tonemap_filmic(vec3 color, float white) {
return color_tonemapped / white_tonemapped;
}
+// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
+// (MIT License).
vec3 tonemap_aces(vec3 color, float white) {
- const float exposure_bias = 0.85f;
- const float A = 2.51f * exposure_bias * exposure_bias;
- const float B = 0.03f * exposure_bias;
- const float C = 2.43f * exposure_bias * exposure_bias;
- const float D = 0.59f * exposure_bias;
- const float E = 0.14f;
-
- vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
- float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
+ const float exposure_bias = 1.8f;
+ const float A = 0.0245786f;
+ const float B = 0.000090537f;
+ const float C = 0.983729f;
+ const float D = 0.432951f;
+ const float E = 0.238081f;
+
+ // Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias`
+ const mat3 rgb_to_rrt = mat3(
+ vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias),
+ vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias),
+ vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias));
+
+ const mat3 odt_to_rgb = mat3(
+ vec3(1.60475f, -0.53108f, -0.07367f),
+ vec3(-0.10208f, 1.10813f, -0.00605f),
+ vec3(-0.00327f, -0.07276f, 1.07602f));
+
+ color *= rgb_to_rrt;
+ vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
+ color_tonemapped *= odt_to_rgb;
+
+ white *= exposure_bias;
+ float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E);
return color_tonemapped / white_tonemapped;
}
@@ -200,19 +257,24 @@ vec3 linear_to_srgb(vec3 color) {
#define TONEMAPPER_ACES 3
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
-
+ // Ensure color values passed to tonemappers are positive.
+ // They can be negative in the case of negative lights, which leads to undesired behavior.
if (params.tonemapper == TONEMAPPER_LINEAR) {
return color;
} else if (params.tonemapper == TONEMAPPER_REINHARD) {
- return tonemap_reinhard(color, white);
+ return tonemap_reinhard(max(vec3(0.0f), color), white);
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
- return tonemap_filmic(color, white);
+ return tonemap_filmic(max(vec3(0.0f), color), white);
} else { // TONEMAPPER_ACES
- return tonemap_aces(color, white);
+ return tonemap_aces(max(vec3(0.0f), color), white);
}
}
+#ifdef MULTIVIEW
+vec3 gather_glow(sampler2DArray tex, vec2 uv) { // sample all selected glow levels, view is added to uv later
+#else
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
+#endif // defined(MULTIVIEW)
vec3 glow = vec3(0.0f);
if (params.glow_levels[0] > 0.0001) {
@@ -323,14 +385,14 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
- (0.25 * FXAA_REDUCE_MUL),
+ (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) *
- params.pixel_size;
+ params.pixel_size;
#ifdef MULTIVIEW
vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier;
@@ -364,12 +426,13 @@ vec3 screen_space_dither(vec2 frag_coord) {
void main() {
#ifdef SUBPASS
// SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer
- vec3 color = subpassLoad(input_color).rgb * params.luminance_multiplier;
+ vec4 color = subpassLoad(input_color);
#elif defined(MULTIVIEW)
- vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb * params.luminance_multiplier;
+ vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f);
#else
- vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb * params.luminance_multiplier;
+ vec4 color = textureLod(source_color, uv_interp, 0.0f);
#endif
+ color.rgb *= params.luminance_multiplier;
// Exposure
@@ -381,55 +444,59 @@ void main() {
}
#endif
- color *= exposure;
+ color.rgb *= exposure;
// Early Tonemap & SRGB Conversion
#ifndef SUBPASS
+ if (params.use_fxaa) {
+ // FXAA must be performed before glow to preserve the "bleed" effect of glow.
+ color.rgb = do_fxaa(color.rgb, exposure, uv_interp);
+ }
+
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier;
+ if (params.glow_map_strength > 0.001) {
+ glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
+ }
color.rgb = mix(color.rgb, glow, params.glow_intensity);
}
-
- if (params.use_fxaa) {
- color = do_fxaa(color, exposure, uv_interp);
- }
#endif
if (params.use_debanding) {
// For best results, debanding should be done before tonemapping.
// Otherwise, we're adding noise to an already-quantized image.
- color += screen_space_dither(gl_FragCoord.xy);
+ color.rgb += screen_space_dither(gl_FragCoord.xy);
}
- // Ensure color values passed to tonemappers are positive.
- // They can be negative in the case of negative lights, which leads to undesired behavior.
- color = apply_tonemapping(max(vec3(0.0), color), params.white);
+ color.rgb = apply_tonemapping(color.rgb, params.white);
- color = linear_to_srgb(color); // regular linear -> SRGB conversion
+ color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion
#ifndef SUBPASS
// Glow
-
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity * params.luminance_multiplier;
+ if (params.glow_map_strength > 0.001) {
+ glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
+ }
// high dynamic range -> SRGB
glow = apply_tonemapping(glow, params.white);
glow = linear_to_srgb(glow);
- color = apply_glow(color, glow);
+ color.rgb = apply_glow(color.rgb, glow);
}
#endif
// Additional effects
if (params.use_bcs) {
- color = apply_bcs(color, params.bcs);
+ color.rgb = apply_bcs(color.rgb, params.bcs);
}
if (params.use_color_correction) {
- color = apply_color_correction(color);
+ color.rgb = apply_color_correction(color.rgb);
}
- frag_color = vec4(color, 1.0f);
+ frag_color = color;
}
diff --git a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
new file mode 100644
index 0000000000..5ef83c0b44
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
@@ -0,0 +1,72 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
+#ifdef MULTIVIEW
+layout(location = 0) out vec3 uv_interp;
+#else
+layout(location = 0) out vec2 uv_interp;
+#endif
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp.xy = base_arr[gl_VertexIndex];
+#ifdef MULTIVIEW
+ uv_interp.z = ViewIndex;
+#endif
+
+ gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
+#ifdef MULTIVIEW
+layout(location = 0) in vec3 uv_interp;
+layout(set = 0, binding = 0) uniform sampler2DArray source_color;
+#else /* MULTIVIEW */
+layout(location = 0) in vec2 uv_interp;
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+#endif /* MULTIVIEW */
+
+layout(location = 0) out uint frag_color;
+
+void main() {
+#ifdef MULTIVIEW
+ vec3 uv = uv_interp;
+#else
+ vec2 uv = uv_interp;
+#endif
+
+#ifdef MULTIVIEW
+ vec4 color = textureLod(source_color, uv, 0.0);
+#else /* MULTIVIEW */
+ vec4 color = textureLod(source_color, uv, 0.0);
+#endif /* MULTIVIEW */
+
+ // See if we can change the sampler to one that returns int...
+ frag_color = uint(color.r * 256.0);
+}
diff --git a/servers/rendering/renderer_rd/shaders/environment/SCsub b/servers/rendering/renderer_rd/shaders/environment/SCsub
new file mode 100644
index 0000000000..741da8fe69
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/environment/SCsub
@@ -0,0 +1,17 @@
+#!/usr/bin/env python
+
+Import("env")
+
+if "RD_GLSL" in env["BUILDERS"]:
+ # find all include files
+ gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
+
+ # find all shader code(all glsl files excluding our include files)
+ glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
+
+ # make sure we recompile shaders if include files change
+ env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
+
+ # compile shaders
+ for glsl_file in glsl_files:
+ env.RD_GLSL(glsl_file)
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index 60c881881d..6ea8cb1377 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -8,6 +8,12 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define M_PI 3.141592
+/* Specialization Constants (Toggles) */
+
+layout(constant_id = 0) const bool sc_half_res = false;
+layout(constant_id = 1) const bool sc_use_full_projection_matrix = false;
+layout(constant_id = 2) const bool sc_use_vrs = false;
+
#define SDFGI_MAX_CASCADES 8
//set 0 for SDFGI and render buffers
@@ -68,19 +74,15 @@ sdfgi;
#define MAX_VOXEL_GI_INSTANCES 8
struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+ mat4 xform; // 64 - 64
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
- uint pad0;
- uint pad1;
- uint pad2;
- uint mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
};
layout(set = 0, binding = 16, std140) uniform VoxelGIs {
@@ -90,21 +92,31 @@ voxel_gi_instances;
layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(set = 0, binding = 18, std140) uniform SceneData {
+ mat4x4 inv_projection[2];
+ mat4x4 cam_transform;
+ vec4 eye_offset[2];
+
ivec2 screen_size;
- float z_near;
- float z_far;
+ float pad1;
+ float pad2;
+}
+scene_data;
- vec4 proj_info;
+layout(r8ui, set = 0, binding = 19) uniform restrict readonly uimage2D vrs_buffer;
- vec3 ao_color;
+layout(push_constant, std430) uniform Params {
uint max_voxel_gi_instances;
-
bool high_quality_vct;
bool orthogonal;
- uint pad[2];
+ uint view_index;
+
+ vec4 proj_info;
- mat3x4 cam_rotation;
+ float z_near;
+ float z_far;
+ float pad2;
+ float pad3;
}
params;
@@ -136,23 +148,34 @@ vec4 blend_color(vec4 src, vec4 dst) {
}
vec3 reconstruct_position(ivec2 screen_pos) {
- vec3 pos;
- pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r;
+ if (sc_use_full_projection_matrix) {
+ vec4 pos;
+ pos.xy = (2.0 * vec2(screen_pos) / vec2(scene_data.screen_size)) - 1.0;
+ pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r * 2.0 - 1.0;
+ pos.w = 1.0;
+
+ pos = scene_data.inv_projection[params.view_index] * pos;
- pos.z = pos.z * 2.0 - 1.0;
- if (params.orthogonal) {
- pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ return pos.xyz / pos.w;
} else {
- pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near));
- }
- pos.z = -pos.z;
+ vec3 pos;
+ pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r;
+
+ pos.z = pos.z * 2.0 - 1.0;
+ if (params.orthogonal) {
+ pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near));
+ }
+ pos.z = -pos.z;
- pos.xy = vec2(screen_pos) * params.proj_info.xy + params.proj_info.zw;
- if (!params.orthogonal) {
- pos.xy *= pos.z;
- }
+ pos.xy = vec2(screen_pos) * params.proj_info.xy + params.proj_info.zw;
+ if (!params.orthogonal) {
+ pos.xy *= pos.z;
+ }
- return pos;
+ return pos;
+ }
}
void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, float roughness, out vec3 diffuse_light, out vec3 specular_light) {
@@ -572,7 +595,6 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
vec4 fetch_normal_and_roughness(ivec2 pos) {
vec4 normal_roughness = texelFetch(sampler2D(normal_roughness_buffer, linear_sampler), pos, 0);
-
normal_roughness.xyz = normalize(normal_roughness.xyz * 2.0 - 1.0);
return normal_roughness;
}
@@ -585,9 +607,10 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref
if (normal.length() > 0.5) {
//valid normal, can do GI
float roughness = normal_roughness.w;
- vertex = mat3(params.cam_rotation) * vertex;
- normal = normalize(mat3(params.cam_rotation) * normal);
- vec3 reflection = normalize(reflect(normalize(vertex), normal));
+ vec3 view = -normalize(mat3(scene_data.cam_transform) * (vertex - scene_data.eye_offset[gl_GlobalInvocationID.z].xyz));
+ vertex = mat3(scene_data.cam_transform) * vertex;
+ normal = normalize(mat3(scene_data.cam_transform) * normal);
+ vec3 reflection = normalize(reflect(-view, normal));
#ifdef USE_SDFGI
sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light);
@@ -632,10 +655,36 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
-#ifdef MODE_HALF_RES
- pos <<= 1;
-#endif
- if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
+ uint vrs_x, vrs_y;
+ if (sc_use_vrs) {
+ ivec2 vrs_pos;
+
+ // Currently we use a 16x16 texel, possibly some day make this configurable.
+ if (sc_half_res) {
+ vrs_pos = pos >> 3;
+ } else {
+ vrs_pos = pos >> 4;
+ }
+
+ uint vrs_texel = imageLoad(vrs_buffer, vrs_pos).r;
+ // note, valid values for vrs_x and vrs_y are 1, 2 and 4.
+ vrs_x = 1 << ((vrs_texel >> 2) & 3);
+ vrs_y = 1 << (vrs_texel & 3);
+
+ if (mod(pos.x, vrs_x) != 0) {
+ return;
+ }
+
+ if (mod(pos.y, vrs_y) != 0) {
+ return;
+ }
+ }
+
+ if (sc_half_res) {
+ pos <<= 1;
+ }
+
+ if (any(greaterThanEqual(pos, scene_data.screen_size))) { //too large, do nothing
return;
}
@@ -647,10 +696,69 @@ void main() {
process_gi(pos, vertex, ambient_light, reflection_light);
-#ifdef MODE_HALF_RES
- pos >>= 1;
-#endif
+ if (sc_half_res) {
+ pos >>= 1;
+ }
imageStore(ambient_buffer, pos, ambient_light);
imageStore(reflection_buffer, pos, reflection_light);
+
+ if (sc_use_vrs) {
+ if (vrs_x > 1) {
+ imageStore(ambient_buffer, pos + ivec2(1, 0), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(1, 0), reflection_light);
+ }
+
+ if (vrs_x > 2) {
+ imageStore(ambient_buffer, pos + ivec2(2, 0), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(2, 0), reflection_light);
+
+ imageStore(ambient_buffer, pos + ivec2(3, 0), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(3, 0), reflection_light);
+ }
+
+ if (vrs_y > 1) {
+ imageStore(ambient_buffer, pos + ivec2(0, 1), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(0, 1), reflection_light);
+ }
+
+ if (vrs_y > 1 && vrs_x > 1) {
+ imageStore(ambient_buffer, pos + ivec2(1, 1), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(1, 1), reflection_light);
+ }
+
+ if (vrs_y > 1 && vrs_x > 2) {
+ imageStore(ambient_buffer, pos + ivec2(2, 1), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(2, 1), reflection_light);
+
+ imageStore(ambient_buffer, pos + ivec2(3, 1), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(3, 1), reflection_light);
+ }
+
+ if (vrs_y > 2) {
+ imageStore(ambient_buffer, pos + ivec2(0, 2), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(0, 2), reflection_light);
+ imageStore(ambient_buffer, pos + ivec2(0, 3), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(0, 3), reflection_light);
+ }
+
+ if (vrs_y > 2 && vrs_x > 1) {
+ imageStore(ambient_buffer, pos + ivec2(1, 2), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(1, 2), reflection_light);
+ imageStore(ambient_buffer, pos + ivec2(1, 3), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(1, 3), reflection_light);
+ }
+
+ if (vrs_y > 2 && vrs_x > 2) {
+ imageStore(ambient_buffer, pos + ivec2(2, 2), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(2, 2), reflection_light);
+ imageStore(ambient_buffer, pos + ivec2(2, 3), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(2, 3), reflection_light);
+
+ imageStore(ambient_buffer, pos + ivec2(3, 2), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(3, 2), reflection_light);
+ imageStore(ambient_buffer, pos + ivec2(3, 3), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(3, 3), reflection_light);
+ }
+ }
}
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
index 8b58796962..9640d30e78 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
@@ -32,18 +32,19 @@ layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen
layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
ivec2 screen_size;
- bool use_occlusion;
float y_mult;
- vec3 cam_extent;
- int probe_axis_size;
+ float z_near;
- mat4 cam_transform;
+ mat3x4 inv_projection;
+ // We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery.
+ float cam_basis[3][3];
+ float cam_origin[3];
}
params;
@@ -79,12 +80,21 @@ void main() {
vec3 ray_pos;
vec3 ray_dir;
{
- ray_pos = params.cam_transform[3].xyz;
+ ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]);
- ray_dir.xy = params.cam_extent.xy * ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
- ray_dir.z = params.cam_extent.z;
+ ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
+ ray_dir.z = params.z_near;
- ray_dir = normalize(mat3(params.cam_transform) * ray_dir);
+ ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz;
+
+ mat3 cam_basis;
+ {
+ vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]);
+ vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]);
+ vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]);
+ cam_basis = mat3(c0, c1, c2);
+ }
+ ray_dir = normalize(cam_basis * ray_dir);
}
ray_pos.y *= params.y_mult;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
index 4290d5b869..75b1ad2130 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
@@ -2,13 +2,28 @@
#version 450
+#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
+#extension GL_EXT_multiview : enable
+#endif
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#else // USE_MULTIVIEW
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
+
#VERSION_DEFINES
#define MAX_CASCADES 8
+#define MAX_VIEWS 2
-layout(push_constant, binding = 0, std430) uniform Params {
- mat4 projection;
-
+layout(push_constant, std430) uniform Params {
uint band_power;
uint sections_in_band;
uint band_mask;
@@ -68,6 +83,11 @@ cascades;
layout(set = 0, binding = 4) uniform texture3D occlusion_texture;
layout(set = 0, binding = 3) uniform sampler linear_sampler;
+layout(set = 0, binding = 5, std140) uniform SceneData {
+ mat4 projection[MAX_VIEWS];
+}
+scene_data;
+
void main() {
#ifdef MODE_PROBES
probe_index = gl_InstanceIndex;
@@ -85,7 +105,7 @@ void main() {
vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0);
- gl_Position = params.projection * vec4(vertex, 1.0);
+ gl_Position = scene_data.projection[ViewIndex] * vec4(vertex, 1.0);
#endif
#ifdef MODE_VISIBILITY
@@ -144,7 +164,7 @@ void main() {
visibility = dot(texelFetch(sampler3D(occlusion_texture, linear_sampler), tex_pos, 0), layer_axis[occlusion_layer]);
- gl_Position = params.projection * vec4(vertex, 1.0);
+ gl_Position = scene_data.projection[ViewIndex] * vec4(vertex, 1.0);
#endif
}
@@ -153,16 +173,32 @@ void main() {
#version 450
+#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
+#extension GL_EXT_multiview : enable
+#endif
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#else // USE_MULTIVIEW
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
+
#VERSION_DEFINES
+#define MAX_VIEWS 2
+
layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
layout(set = 0, binding = 3) uniform sampler linear_sampler;
-layout(push_constant, binding = 0, std430) uniform Params {
- mat4 projection;
-
+layout(push_constant, std430) uniform Params {
uint band_power;
uint sections_in_band;
uint band_mask;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
index d6e5c6a92e..b95fad650e 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
@@ -70,8 +70,6 @@ struct Light {
float cos_spot_angle;
float inv_spot_attenuation;
float radius;
-
- vec4 shadow_color;
};
layout(set = 0, binding = 9, std140) buffer restrict readonly Lights {
@@ -82,7 +80,7 @@ lights;
layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture;
layout(set = 0, binding = 11) uniform texture3D occlusion_texture;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
index eedd28959c..9c03297f5c 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
@@ -52,7 +52,7 @@ layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
#define SKY_MODE_COLOR 1
#define SKY_MODE_SKY 2
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
index 4d9fa85a74..bce98f4054 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
@@ -102,7 +102,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
@@ -135,7 +135,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
@@ -155,7 +155,7 @@ layout(r16ui, set = 0, binding = 2) uniform restrict readonly uimage3D src_occlu
#endif
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 scroll;
int grid_size;
diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index d07a454ade..e825020a4e 100644
--- a/servers/rendering/renderer_rd/shaders/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -12,7 +12,7 @@
layout(location = 0) out vec2 uv_interp;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
@@ -52,7 +52,7 @@ void main() {
layout(location = 0) in vec2 uv_interp;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
@@ -77,10 +77,10 @@ params;
layout(set = 0, binding = 0) uniform sampler material_samplers[12];
-layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
-global_variables;
+global_shader_uniforms;
layout(set = 0, binding = 2, std140) uniform SceneData {
bool volumetric_fog_enabled;
@@ -180,12 +180,11 @@ void main() {
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projections[ViewIndex].x)) / params.projections[ViewIndex].y;
cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projections[ViewIndex].z)) / params.projections[ViewIndex].w;
cube_normal = mat3(params.orientation) * cube_normal;
- cube_normal.z = -cube_normal.z;
cube_normal = normalize(cube_normal);
vec2 uv = uv_interp * 0.5 + 0.5;
- vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y));
+ vec2 panorama_coords = vec2(atan(cube_normal.x, -cube_normal.z), acos(cube_normal.y));
if (panorama_coords.x < 0.0) {
panorama_coords.x += M_PI * 2.0;
@@ -200,13 +199,11 @@ void main() {
vec4 custom_fog = vec4(0.0);
#ifdef USE_CUBEMAP_PASS
- vec3 inverted_cube_normal = cube_normal;
- inverted_cube_normal.z *= -1.0;
#ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier;
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier;
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier;
#endif
#else
#ifdef USES_HALF_RES_COLOR
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
new file mode 100644
index 0000000000..4658afd02d
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
@@ -0,0 +1,309 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
+
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+#define DENSITY_SCALE 1024.0
+
+#include "../cluster_data_inc.glsl"
+#include "../light_data_inc.glsl"
+
+#define M_PI 3.14159265359
+
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData {
+ vec4 data[];
+}
+global_shader_uniforms;
+
+layout(push_constant, std430) uniform Params {
+ vec3 position;
+ float pad;
+
+ vec3 extents;
+ float pad2;
+
+ ivec3 corner;
+ uint shape;
+
+ mat4 transform;
+}
+params;
+
+#ifdef MOLTENVK_USED
+layout(set = 1, binding = 1) volatile buffer emissive_only_map_buffer {
+ uint emissive_only_map[];
+};
+#else
+layout(r32ui, set = 1, binding = 1) uniform volatile uimage3D emissive_only_map;
+#endif
+
+layout(set = 1, binding = 2, std140) uniform SceneParams {
+ vec2 fog_frustum_size_begin;
+ vec2 fog_frustum_size_end;
+
+ float fog_frustum_end;
+ float z_near; //
+ float z_far; //
+ float time;
+
+ ivec3 fog_volume_size;
+ uint directional_light_count; //
+
+ bool use_temporal_reprojection;
+ uint temporal_frame;
+ float detail_spread;
+ float temporal_blend;
+
+ mat4 to_prev_view;
+ mat4 transform;
+}
+scene_params;
+
+#ifdef MOLTENVK_USED
+layout(set = 1, binding = 3) volatile buffer density_only_map_buffer {
+ uint density_only_map[];
+};
+layout(set = 1, binding = 4) volatile buffer light_only_map_buffer {
+ uint light_only_map[];
+};
+#else
+layout(r32ui, set = 1, binding = 3) uniform volatile uimage3D density_only_map;
+layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
+#MATERIAL_UNIFORMS
+} material;
+#endif
+
+#GLOBALS
+
+float get_depth_at_pos(float cell_depth_size, int z) {
+ float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
+ d = pow(d, scene_params.detail_spread);
+ return scene_params.fog_frustum_end * d;
+}
+
+#define TEMPORAL_FRAMES 16
+
+const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
+ vec3(0.5, 0.33333333, 0.2),
+ vec3(0.25, 0.66666667, 0.4),
+ vec3(0.75, 0.11111111, 0.6),
+ vec3(0.125, 0.44444444, 0.8),
+ vec3(0.625, 0.77777778, 0.04),
+ vec3(0.375, 0.22222222, 0.24),
+ vec3(0.875, 0.55555556, 0.44),
+ vec3(0.0625, 0.88888889, 0.64),
+ vec3(0.5625, 0.03703704, 0.84),
+ vec3(0.3125, 0.37037037, 0.08),
+ vec3(0.8125, 0.7037037, 0.28),
+ vec3(0.1875, 0.14814815, 0.48),
+ vec3(0.6875, 0.48148148, 0.68),
+ vec3(0.4375, 0.81481481, 0.88),
+ vec3(0.9375, 0.25925926, 0.12),
+ vec3(0.03125, 0.59259259, 0.32));
+
+void main() {
+ vec3 fog_cell_size = 1.0 / vec3(scene_params.fog_volume_size);
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz) + params.corner;
+ if (any(greaterThanEqual(pos, scene_params.fog_volume_size))) {
+ return; //do not compute
+ }
+#ifdef MOLTENVK_USED
+ uint lpos = pos.z * scene_params.fog_volume_size.x * scene_params.fog_volume_size.y + pos.y * scene_params.fog_volume_size.x + pos.x;
+#endif
+
+ vec3 posf = vec3(pos);
+
+ vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
+ fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
+
+ vec3 view_pos;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+
+ if (scene_params.use_temporal_reprojection) {
+ vec3 prev_view = (scene_params.to_prev_view * vec4(view_pos, 1.0)).xyz;
+ //undo transform into prev view
+ prev_view.y = -prev_view.y;
+ //z back to unit size
+ prev_view.z /= -scene_params.fog_frustum_end;
+ //xy back to unit size
+ prev_view.xy /= mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(prev_view.z));
+ prev_view.xy = prev_view.xy * 0.5 + 0.5;
+ //z back to unspread value
+ prev_view.z = pow(prev_view.z, 1.0 / scene_params.detail_spread);
+
+ if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
+ //reprojectinon fits
+ // Since we can reproject, now we must jitter the current view pos.
+ // This is done here because cells that can't reproject should not jitter.
+
+ fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[scene_params.temporal_frame]; //center of voxels, offset by halton table
+ fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
+
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+ }
+ }
+
+ float density = 0.0;
+ vec3 emission = vec3(0.0);
+ vec3 albedo = vec3(0.0);
+
+ float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
+
+ vec4 world = scene_params.transform * vec4(view_pos, 1.0);
+ world.xyz /= world.w;
+
+ vec3 uvw = fog_unit_pos;
+
+ vec4 local_pos = params.transform * world;
+ local_pos.xyz /= local_pos.w;
+
+ float sdf = -1.0;
+ if (params.shape == 0) {
+ // Ellipsoid
+ // https://www.shadertoy.com/view/tdS3DG
+ float k0 = length(local_pos.xyz / params.extents);
+ float k1 = length(local_pos.xyz / (params.extents * params.extents));
+ sdf = k0 * (k0 - 1.0) / k1;
+ } else if (params.shape == 1) {
+ // Cone
+ // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
+
+ // Compute the cone angle automatically to fit within the volume's extents.
+ float inv_height = 1.0 / max(0.001, params.extents.y);
+ float radius = 1.0 / max(0.001, (min(params.extents.x, params.extents.z) * 0.5));
+ float hypotenuse = sqrt(radius * radius + inv_height * inv_height);
+ float rsin = radius / hypotenuse;
+ float rcos = inv_height / hypotenuse;
+ vec2 c = vec2(rsin, rcos);
+
+ float q = length(local_pos.xz);
+ sdf = max(dot(c, vec2(q, local_pos.y - params.extents.y)), -params.extents.y - local_pos.y);
+ } else if (params.shape == 2) {
+ // Cylinder
+ // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
+ vec2 d = abs(vec2(length(local_pos.xz), local_pos.y)) - vec2(min(params.extents.x, params.extents.z), params.extents.y);
+ sdf = min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
+ } else if (params.shape == 3) {
+ // Box
+ // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
+ vec3 q = abs(local_pos.xyz) - params.extents;
+ sdf = length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
+ }
+
+ float cull_mask = 1.0; //used to cull cells that do not contribute
+ if (params.shape <= 3) {
+#ifndef SDF_USED
+ cull_mask = 1.0 - smoothstep(-0.1, 0.0, sdf);
+#endif
+ uvw = clamp((local_pos.xyz + params.extents) / (2.0 * params.extents), 0.0, 1.0);
+ }
+
+ if (cull_mask > 0.0) {
+ {
+#CODE : FOG
+ }
+
+#ifdef DENSITY_USED
+ density *= cull_mask;
+ if (abs(density) > 0.001) {
+ int final_density = int(density * DENSITY_SCALE);
+#ifdef MOLTENVK_USED
+ atomicAdd(density_only_map[lpos], uint(final_density));
+#else
+ imageAtomicAdd(density_only_map, pos, uint(final_density));
+#endif
+
+#ifdef EMISSION_USED
+ {
+ emission *= clamp(density, 0.0, 1.0);
+ emission = clamp(emission, vec3(0.0), vec3(4.0));
+ // Scale to fit into R11G11B10 with a range of 0-4
+ uvec3 emission_u = uvec3(emission.r * 511.0, emission.g * 511.0, emission.b * 255.0);
+ // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
+ uint final_emission = emission_u.r << 21 | emission_u.g << 10 | emission_u.b;
+#ifdef MOLTENVK_USED
+ uint prev_emission = atomicAdd(emissive_only_map[lpos], final_emission);
+#else
+ uint prev_emission = imageAtomicAdd(emissive_only_map, pos, final_emission);
+#endif
+
+ // Adding can lead to colors overflowing, so validate
+ uvec3 prev_emission_u = uvec3(prev_emission >> 21, (prev_emission << 11) >> 21, prev_emission % 1024);
+ uint add_emission = final_emission + prev_emission;
+ uvec3 add_emission_u = uvec3(add_emission >> 21, (add_emission << 11) >> 21, add_emission % 1024);
+
+ bvec3 overflowing = lessThan(add_emission_u, prev_emission_u + emission_u);
+
+ if (any(overflowing)) {
+ uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
+ uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
+#ifdef MOLTENVK_USED
+ atomicOr(emissive_only_map[lpos], force_max);
+#else
+ imageAtomicOr(emissive_only_map, pos, force_max);
+#endif
+ }
+ }
+#endif
+#ifdef ALBEDO_USED
+ {
+ vec3 scattering = albedo * clamp(density, 0.0, 1.0);
+ scattering = clamp(scattering, vec3(0.0), vec3(1.0));
+ uvec3 scattering_u = uvec3(scattering.r * 2047.0, scattering.g * 2047.0, scattering.b * 1023.0);
+ // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
+ uint final_scattering = scattering_u.r << 21 | scattering_u.g << 10 | scattering_u.b;
+#ifdef MOLTENVK_USED
+ uint prev_scattering = atomicAdd(light_only_map[lpos], final_scattering);
+#else
+ uint prev_scattering = imageAtomicAdd(light_only_map, pos, final_scattering);
+#endif
+
+ // Adding can lead to colors overflowing, so validate
+ uvec3 prev_scattering_u = uvec3(prev_scattering >> 21, (prev_scattering << 11) >> 21, prev_scattering % 1024);
+ uint add_scattering = final_scattering + prev_scattering;
+ uvec3 add_scattering_u = uvec3(add_scattering >> 21, (add_scattering << 11) >> 21, add_scattering % 1024);
+
+ bvec3 overflowing = lessThan(add_scattering_u, prev_scattering_u + scattering_u);
+
+ if (any(overflowing)) {
+ uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
+ uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
+#ifdef MOLTENVK_USED
+ atomicOr(light_only_map[lpos], force_max);
+#else
+ imageAtomicOr(light_only_map, pos, force_max);
+#endif
+ }
+ }
+#endif // ALBEDO_USED
+ }
+#endif // DENSITY_USED
+ }
+}
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
new file mode 100644
index 0000000000..6f79b9e771
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -0,0 +1,782 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Do not use subgroups here, seems there is not much advantage and causes glitches
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
+#extension GL_KHR_shader_subgroup_ballot: enable
+#extension GL_KHR_shader_subgroup_arithmetic: enable
+
+#define USE_SUBGROUPS
+#endif
+*/
+
+#ifdef MODE_DENSITY
+layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
+#else
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+#endif
+
+#include "../cluster_data_inc.glsl"
+#include "../light_data_inc.glsl"
+
+#define M_PI 3.14159265359
+
+#define DENSITY_SCALE 1024.0
+
+layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
+layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+ LightData data[];
+}
+omni_lights;
+
+layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+ LightData data[];
+}
+spot_lights;
+
+layout(set = 0, binding = 5, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer {
+ uint data[];
+}
+cluster_buffer;
+
+layout(set = 0, binding = 7) uniform sampler linear_sampler;
+
+#ifdef MODE_DENSITY
+layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
+#endif
+
+#ifdef MODE_FOG
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
+#endif
+
+#ifdef MODE_COPY
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
+#endif
+
+#ifdef MODE_FILTER
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
+#endif
+
+layout(set = 0, binding = 10) uniform sampler shadow_sampler;
+
+#define MAX_VOXEL_GI_INSTANCES 8
+
+struct VoxelGIData {
+ mat4 xform; // 64 - 64
+
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
+
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
+};
+
+layout(set = 0, binding = 11, std140) uniform VoxelGIs {
+ VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
+}
+voxel_gi_instances;
+
+layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
+
+layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
+
+#ifdef ENABLE_SDFGI
+
+// SDFGI Integration on set 1
+#define SDFGI_MAX_CASCADES 8
+
+struct SDFVoxelGICascadeData {
+ vec3 position;
+ float to_probe;
+ ivec3 probe_world_offset;
+ float to_cell; // 1/bounds * grid_size
+};
+
+layout(set = 1, binding = 0, std140) uniform SDFGI {
+ vec3 grid_size;
+ uint max_cascades;
+
+ bool use_occlusion;
+ int probe_axis_size;
+ float probe_to_uvw;
+ float normal_bias;
+
+ vec3 lightprobe_tex_pixel_size;
+ float energy;
+
+ vec3 lightprobe_uv_offset;
+ float y_mult;
+
+ vec3 occlusion_clamp;
+ uint pad3;
+
+ vec3 occlusion_renormalize;
+ uint pad4;
+
+ vec3 cascade_probe_size;
+ uint pad5;
+
+ SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
+}
+sdfgi;
+
+layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
+
+layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
+
+#endif //SDFGI
+
+layout(set = 0, binding = 14, std140) uniform Params {
+ vec2 fog_frustum_size_begin;
+ vec2 fog_frustum_size_end;
+
+ float fog_frustum_end;
+ float ambient_inject;
+ float z_far;
+ int filter_axis;
+
+ vec3 ambient_color;
+ float sky_contribution;
+
+ ivec3 fog_volume_size;
+ uint directional_light_count;
+
+ vec3 base_emission;
+ float base_density;
+
+ vec3 base_scattering;
+ float phase_g;
+
+ float detail_spread;
+ float gi_inject;
+ uint max_voxel_gi_instances;
+ uint cluster_type_size;
+
+ vec2 screen_size;
+ uint cluster_shift;
+ uint cluster_width;
+
+ uint max_cluster_element_count_div_32;
+ bool use_temporal_reprojection;
+ uint temporal_frame;
+ float temporal_blend;
+
+ mat3x4 cam_rotation;
+ mat4 to_prev_view;
+
+ mat3 radiance_inverse_xform;
+}
+params;
+#ifndef MODE_COPY
+layout(set = 0, binding = 15) uniform texture3D prev_density_texture;
+
+#ifdef MOLTENVK_USED
+layout(set = 0, binding = 16) buffer density_only_map_buffer {
+ uint density_only_map[];
+};
+layout(set = 0, binding = 17) buffer light_only_map_buffer {
+ uint light_only_map[];
+};
+layout(set = 0, binding = 18) buffer emissive_only_map_buffer {
+ uint emissive_only_map[];
+};
+#else
+layout(r32ui, set = 0, binding = 16) uniform uimage3D density_only_map;
+layout(r32ui, set = 0, binding = 17) uniform uimage3D light_only_map;
+layout(r32ui, set = 0, binding = 18) uniform uimage3D emissive_only_map;
+#endif
+
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+layout(set = 0, binding = 19) uniform textureCubeArray sky_texture;
+#else
+layout(set = 0, binding = 19) uniform textureCube sky_texture;
+#endif
+#endif // MODE_COPY
+
+float get_depth_at_pos(float cell_depth_size, int z) {
+ float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
+ d = pow(d, params.detail_spread);
+ return params.fog_frustum_end * d;
+}
+
+vec3 hash3f(uvec3 x) {
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = (x >> 16) ^ x;
+ return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
+}
+
+float get_omni_attenuation(float dist, float inv_range, float decay) {
+ float nd = dist * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(dist, 0.0001), -decay);
+}
+
+void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
+ uint item_min_max = cluster_buffer.data[p_offset];
+ item_min = item_min_max & 0xFFFF;
+ item_max = item_min_max >> 16;
+
+ item_from = item_min >> 5;
+ item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
+}
+
+uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
+ int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
+ int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
+ return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
+}
+
+float henyey_greenstein(float cos_theta, float g) {
+ const float k = 0.0795774715459; // 1 / (4 * PI)
+ return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
+}
+
+#define TEMPORAL_FRAMES 16
+
+const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
+ vec3(0.5, 0.33333333, 0.2),
+ vec3(0.25, 0.66666667, 0.4),
+ vec3(0.75, 0.11111111, 0.6),
+ vec3(0.125, 0.44444444, 0.8),
+ vec3(0.625, 0.77777778, 0.04),
+ vec3(0.375, 0.22222222, 0.24),
+ vec3(0.875, 0.55555556, 0.44),
+ vec3(0.0625, 0.88888889, 0.64),
+ vec3(0.5625, 0.03703704, 0.84),
+ vec3(0.3125, 0.37037037, 0.08),
+ vec3(0.8125, 0.7037037, 0.28),
+ vec3(0.1875, 0.14814815, 0.48),
+ vec3(0.6875, 0.48148148, 0.68),
+ vec3(0.4375, 0.81481481, 0.88),
+ vec3(0.9375, 0.25925926, 0.12),
+ vec3(0.03125, 0.59259259, 0.32));
+
+void main() {
+ vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
+
+#ifdef MODE_DENSITY
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+#ifdef MOLTENVK_USED
+ uint lpos = pos.z * params.fog_volume_size.x * params.fog_volume_size.y + pos.y * params.fog_volume_size.x + pos.x;
+#endif
+
+ vec3 posf = vec3(pos);
+
+ //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
+
+ vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
+
+ uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
+ uvec2 cluster_pos = screen_pos >> params.cluster_shift;
+ uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
+ //positions in screen are too spread apart, no hopes for optimizing with subgroups
+
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ vec3 view_pos;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+
+ vec4 reprojected_density = vec4(0.0);
+ float reproject_amount = 0.0;
+
+ if (params.use_temporal_reprojection) {
+ vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz;
+ //undo transform into prev view
+ prev_view.y = -prev_view.y;
+ //z back to unit size
+ prev_view.z /= -params.fog_frustum_end;
+ //xy back to unit size
+ prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z));
+ prev_view.xy = prev_view.xy * 0.5 + 0.5;
+ //z back to unspread value
+ prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread);
+
+ if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
+ //reprojectinon fits
+
+ reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0);
+ reproject_amount = params.temporal_blend;
+
+ // Since we can reproject, now we must jitter the current view pos.
+ // This is done here because cells that can't reproject should not jitter.
+
+ fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table
+
+ screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
+ cluster_pos = screen_pos >> params.cluster_shift;
+ cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
+ //positions in screen are too spread apart, no hopes for optimizing with subgroups
+
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+ }
+ }
+
+ uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0));
+
+ vec3 total_light = vec3(0.0);
+
+ float total_density = params.base_density;
+#ifdef MOLTENVK_USED
+ uint local_density = density_only_map[lpos];
+#else
+ uint local_density = imageLoad(density_only_map, pos).x;
+#endif
+
+ total_density += float(int(local_density)) / DENSITY_SCALE;
+ total_density = max(0.0, total_density);
+
+#ifdef MOLTENVK_USED
+ uint scattering_u = light_only_map[lpos];
+#else
+ uint scattering_u = imageLoad(light_only_map, pos).x;
+#endif
+ vec3 scattering = vec3(scattering_u >> 21, (scattering_u << 11) >> 21, scattering_u % 1024) / vec3(2047.0, 2047.0, 1023.0);
+ scattering += params.base_scattering * params.base_density;
+
+#ifdef MOLTENVK_USED
+ uint emission_u = emissive_only_map[lpos];
+#else
+ uint emission_u = imageLoad(emissive_only_map, pos).x;
+#endif
+ vec3 emission = vec3(emission_u >> 21, (emission_u << 11) >> 21, emission_u % 1024) / vec3(511.0, 511.0, 255.0);
+ emission += params.base_emission * params.base_density;
+
+ float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
+ //compute directional lights
+
+ if (total_density > 0.001) {
+ for (uint i = 0; i < params.directional_light_count; i++) {
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
+ float depth_z = -view_pos.z;
+
+ vec4 pssm_coord;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec4 v = vec4(view_pos, 1.0);
+ float z_range;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.x;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.y;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.z;
+
+ } else {
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.w;
+ }
+
+ float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
+ float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
+
+ shadow_attenuation = mix(vec3(0.0), vec3(1.0), shadow);
+ }
+
+ total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g);
+ }
+
+ // Compute light from sky
+ if (params.ambient_inject > 0.0) {
+ vec3 isotropic = vec3(0.0);
+ vec3 anisotropic = vec3(0.0);
+ if (params.sky_contribution > 0.0) {
+ float mip_bias = 2.0 + total_density * (MAX_SKY_LOD - 2.0); // Not physically based, but looks nice
+ vec3 scatter_direction = (params.radiance_inverse_xform * normalize(view_pos)) * sign(params.phase_g);
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ isotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(0.0, 1.0, 0.0, mip_bias)).rgb;
+ anisotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(scatter_direction, mip_bias)).rgb;
+#else
+ isotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(0.0, 1.0, 0.0), mip_bias).rgb;
+ anisotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(scatter_direction), mip_bias).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ }
+
+ total_light += mix(params.ambient_color, mix(isotropic, anisotropic, abs(params.phase_g)), params.sky_contribution) * params.ambient_inject;
+ }
+
+ //compute lights from cluster
+
+ { //omni lights
+
+ uint cluster_omni_offset = cluster_offset;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_omni_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint light_index = 32 * i + bit;
+
+ //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) {
+ // continue; //not masked
+ //}
+
+ vec3 light_pos = omni_lights.data[light_index].position;
+ float d = distance(omni_lights.data[light_index].position, view_pos);
+ float shadow_attenuation = 1.0;
+
+ if (d * omni_lights.data[light_index].inv_radius < 1.0) {
+ float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
+
+ vec3 light = omni_lights.data[light_index].color;
+
+ if (omni_lights.data[light_index].shadow_opacity > 0.001) {
+ //has shadow
+ vec4 uv_rect = omni_lights.data[light_index].atlas_rect;
+ vec2 flip_offset = omni_lights.data[light_index].direction.xy;
+
+ vec3 local_vert = (omni_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz;
+
+ float shadow_len = length(local_vert); //need to remember shadow len from here
+ vec3 shadow_sample = normalize(local_vert);
+
+ if (shadow_sample.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ }
+
+ shadow_sample.z = 1.0 + abs(shadow_sample.z);
+ vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - omni_lights.data[light_index].shadow_bias);
+ pos.z *= omni_lights.data[light_index].inv_radius;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
+
+ shadow_attenuation = exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
+ total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g);
+ }
+ }
+ }
+ }
+
+ { //spot lights
+
+ uint cluster_spot_offset = cluster_offset + params.cluster_type_size;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_spot_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+
+ //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) {
+ // continue; //not masked
+ //}
+
+ uint light_index = 32 * i + bit;
+
+ vec3 light_pos = spot_lights.data[light_index].position;
+ vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
+ float d = length(light_rel_vec);
+ float shadow_attenuation = 1.0;
+
+ if (d * spot_lights.data[light_index].inv_radius < 1.0) {
+ float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
+
+ vec3 spot_dir = spot_lights.data[light_index].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
+ attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
+
+ vec3 light = spot_lights.data[light_index].color;
+
+ if (spot_lights.data[light_index].shadow_opacity > 0.001) {
+ //has shadow
+ vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
+ vec2 flip_offset = spot_lights.data[light_index].direction.xy;
+
+ vec3 local_vert = (spot_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz;
+
+ float shadow_len = length(local_vert); //need to remember shadow len from here
+ vec3 shadow_sample = normalize(local_vert);
+
+ if (shadow_sample.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ }
+
+ shadow_sample.z = 1.0 + abs(shadow_sample.z);
+ vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - spot_lights.data[light_index].shadow_bias);
+ pos.z *= spot_lights.data[light_index].inv_radius;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
+
+ shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
+ total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g);
+ }
+ }
+ }
+ }
+
+ vec3 world_pos = mat3(params.cam_rotation) * view_pos;
+
+ for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
+ vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz;
+
+ //this causes corrupted pixels, i have no idea why..
+ if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) {
+ position /= voxel_gi_instances.data[i].bounds;
+
+ vec4 light = vec4(0.0);
+ for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) {
+ vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j));
+ float a = (1.0 - light.a);
+ light += a * slight;
+ }
+
+ light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
+
+ total_light += light.rgb;
+ }
+ }
+
+ //sdfgi
+#ifdef ENABLE_SDFGI
+
+ {
+ float blend = -1.0;
+ vec3 ambient_total = vec3(0.0);
+
+ for (uint i = 0; i < sdfgi.max_cascades; i++) {
+ vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
+
+ if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
+ continue; //skip cascade
+ }
+
+ vec3 base_pos = floor(cascade_pos);
+ ivec3 probe_base_pos = ivec3(base_pos);
+
+ vec4 ambient_accum = vec4(0.0);
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
+ tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
+
+ for (uint j = 0; j < 8; j++) {
+ ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
+ ivec3 probe_posi = probe_base_pos;
+ probe_posi += offset;
+
+ // Compute weight
+
+ vec3 probe_pos = vec3(probe_posi);
+ vec3 probe_to_pos = cascade_pos - probe_pos;
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+ float weight = trilinear.x * trilinear.y * trilinear.z;
+
+ // Compute lightprobe occlusion
+
+ if (sdfgi.use_occlusion) {
+ ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
+
+ vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
+ occ_pos.z += float(i);
+ if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
+ occ_pos.x += 1.0;
+ }
+
+ occ_pos *= sdfgi.occlusion_renormalize;
+ float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
+
+ weight *= max(occlusion, 0.01);
+ }
+
+ // Compute ambient texture position
+
+ ivec3 uvw = tex_pos;
+ uvw.xy += offset.xy;
+ uvw.x += offset.z * sdfgi.probe_axis_size;
+
+ vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
+
+ ambient_accum.rgb += ambient * weight;
+ ambient_accum.a += weight;
+ }
+
+ if (ambient_accum.a > 0) {
+ ambient_accum.rgb /= ambient_accum.a;
+ }
+ ambient_total = ambient_accum.rgb;
+ break;
+ }
+
+ total_light += ambient_total * params.gi_inject;
+ }
+
+#endif
+ }
+
+ vec4 final_density = vec4(total_light * scattering + emission, total_density);
+
+ final_density = mix(final_density, reprojected_density, reproject_amount);
+
+ imageStore(density_map, pos, final_density);
+#ifdef MOLTENVK_USED
+ density_only_map[lpos] = 0;
+ light_only_map[lpos] = 0;
+ emissive_only_map[lpos] = 0;
+#else
+ imageStore(density_only_map, pos, uvec4(0));
+ imageStore(light_only_map, pos, uvec4(0));
+ imageStore(emissive_only_map, pos, uvec4(0));
+#endif
+#endif
+
+#ifdef MODE_FOG
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
+
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec4 fog_accum = vec4(0.0, 0.0, 0.0, 1.0);
+ float prev_z = 0.0;
+
+ for (int i = 0; i < params.fog_volume_size.z; i++) {
+ //compute fog position
+ ivec3 fog_pos = pos + ivec3(0, 0, i);
+ //get fog value
+ vec4 fog = imageLoad(density_map, fog_pos);
+
+ //get depth at cell pos
+ float z = get_depth_at_pos(fog_cell_size.z, i);
+ //get distance from previous pos
+ float d = abs(prev_z - z);
+ //compute transmittance using beer's law
+ float transmittance = exp(-d * fog.a);
+
+ fog_accum.rgb += ((fog.rgb - fog.rgb * transmittance) / max(fog.a, 0.00001)) * fog_accum.a;
+ fog_accum.a *= transmittance;
+
+ prev_z = z;
+
+ imageStore(fog_map, fog_pos, vec4(fog_accum.rgb, 1.0 - fog_accum.a));
+ }
+
+#endif
+
+#ifdef MODE_FILTER
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+
+ const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
+
+ const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
+ ivec3 offset = filter_dir[params.filter_axis];
+
+ vec4 accum = vec4(0.0);
+ for (int i = -3; i <= 3; i++) {
+ accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
+ }
+
+ imageStore(dest_map, pos, accum);
+
+#endif
+#ifdef MODE_COPY
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ imageStore(dest_map, pos, imageLoad(source_map, pos));
+
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl
index 779f04ed35..577c6d0cd0 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl
@@ -13,7 +13,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#ifndef MODE_DYNAMIC
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
@@ -75,7 +74,7 @@ layout(set = 0, binding = 5) uniform texture3D color_texture;
#ifndef MODE_DYNAMIC
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
@@ -109,7 +108,7 @@ layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex
#ifdef MODE_DYNAMIC
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint light_count; //when not lighting
ivec3 x_dir;
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl
index 281c496df3..fd7a2bf8ad 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl
@@ -20,7 +20,7 @@ layout(set = 0, binding = 2) uniform texture3D color_tex;
layout(set = 0, binding = 3) uniform sampler tex_sampler;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat4 projection;
uint cell_offset;
float dynamic_range;
@@ -90,66 +90,10 @@ void main() {
#endif
#ifdef MODE_DEBUG_LIGHT
-
-#ifdef USE_ANISOTROPY
-
-#define POS_X 0
-#define POS_Y 1
-#define POS_Z 2
-#define NEG_X 3
-#define NEG_Y 4
-#define NEG_Z 5
-
- const uint triangle_aniso[12] = uint[](
- NEG_X,
- NEG_Z,
- NEG_Y,
- NEG_Z,
- NEG_X,
- NEG_Y,
- POS_Z,
- POS_X,
- POS_X,
- POS_Y,
- POS_Y,
- POS_Z);
-
- color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range;
- vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
- vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
- uint side = triangle_aniso[gl_VertexIndex / 3];
-
- float strength = 0.0;
- switch (side) {
- case POS_X:
- strength = aniso_pos.x;
- break;
- case POS_Y:
- strength = aniso_pos.y;
- break;
- case POS_Z:
- strength = aniso_pos.z;
- break;
- case NEG_X:
- strength = aniso_neg.x;
- break;
- case NEG_Y:
- strength = aniso_neg.y;
- break;
- case NEG_Z:
- strength = aniso_neg.z;
- break;
- }
-
- color_interp.xyz *= strength;
-
-#else
color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
color_interp.xyz *params.dynamic_range;
-
#endif
-#endif
float scale = (1 << params.level);
gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl b/servers/rendering/renderer_rd/shaders/environment/voxel_gi_sdf.glsl
index e20b3f680d..47a611a543 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/voxel_gi_sdf.glsl
@@ -6,10 +6,9 @@
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
-#define MAX_DISTANCE 100000
+#define MAX_DISTANCE 100000.0
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
@@ -34,7 +33,7 @@ cell_data;
layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint offset;
uint end;
uint pad0;
@@ -44,7 +43,7 @@ params;
void main() {
vec3 pos = vec3(gl_GlobalInvocationID);
- float closest_dist = 100000.0;
+ float closest_dist = MAX_DISTANCE;
for (uint i = params.offset; i < params.end; i++) {
vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));
@@ -67,7 +66,7 @@ void main() {
}
#if 0
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
}
diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
new file mode 100644
index 0000000000..c8eb78a2f0
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
@@ -0,0 +1,173 @@
+/*************************************************************************/
+/* fsr_upscale.glsl */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define A_GPU
+#define A_GLSL
+
+#ifdef MODE_FSR_UPSCALE_NORMAL
+
+#define A_HALF
+
+#endif
+
+#include "thirdparty/amd-fsr/ffx_a.h"
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D fsr_image;
+layout(set = 0, binding = 0) uniform sampler2D source_image;
+
+#define FSR_UPSCALE_PASS_TYPE_EASU 0
+#define FSR_UPSCALE_PASS_TYPE_RCAS 1
+
+layout(push_constant, std430) uniform Params {
+ float resolution_width;
+ float resolution_height;
+ float upscaled_width;
+ float upscaled_height;
+ float sharpness;
+ int pass;
+}
+params;
+
+AU4 Const0, Const1, Const2, Const3;
+
+#ifdef MODE_FSR_UPSCALE_FALLBACK
+
+#define FSR_EASU_F
+AF4 FsrEasuRF(AF2 p) {
+ AF4 res = textureGather(source_image, p, 0);
+ return res;
+}
+AF4 FsrEasuGF(AF2 p) {
+ AF4 res = textureGather(source_image, p, 1);
+ return res;
+}
+AF4 FsrEasuBF(AF2 p) {
+ AF4 res = textureGather(source_image, p, 2);
+ return res;
+}
+
+#define FSR_RCAS_F
+AF4 FsrRcasLoadF(ASU2 p) {
+ return AF4(texelFetch(source_image, ASU2(p), 0));
+}
+void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
+
+#else
+
+#define FSR_EASU_H
+AH4 FsrEasuRH(AF2 p) {
+ AH4 res = AH4(textureGather(source_image, p, 0));
+ return res;
+}
+AH4 FsrEasuGH(AF2 p) {
+ AH4 res = AH4(textureGather(source_image, p, 1));
+ return res;
+}
+AH4 FsrEasuBH(AF2 p) {
+ AH4 res = AH4(textureGather(source_image, p, 2));
+ return res;
+}
+
+#define FSR_RCAS_H
+AH4 FsrRcasLoadH(ASW2 p) {
+ return AH4(texelFetch(source_image, ASU2(p), 0));
+}
+void FsrRcasInputH(inout AH1 r, inout AH1 g, inout AH1 b) {}
+
+#endif
+
+#include "thirdparty/amd-fsr/ffx_fsr1.h"
+
+void fsr_easu_pass(AU2 pos) {
+#ifdef MODE_FSR_UPSCALE_NORMAL
+
+ AH3 Gamma2Color = AH3(0, 0, 0);
+ FsrEasuH(Gamma2Color, pos, Const0, Const1, Const2, Const3);
+ imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1));
+
+#else
+
+ AF3 Gamma2Color = AF3(0, 0, 0);
+ FsrEasuF(Gamma2Color, pos, Const0, Const1, Const2, Const3);
+ imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1));
+
+#endif
+}
+
+void fsr_rcas_pass(AU2 pos) {
+#ifdef MODE_FSR_UPSCALE_NORMAL
+
+ AH3 Gamma2Color = AH3(0, 0, 0);
+ FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0);
+ imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1));
+
+#else
+
+ AF3 Gamma2Color = AF3(0, 0, 0);
+ FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0);
+ imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1));
+
+#endif
+}
+
+void fsr_pass(AU2 pos) {
+ if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) {
+ fsr_easu_pass(pos);
+ } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) {
+ fsr_rcas_pass(pos);
+ }
+}
+
+void main() {
+ // Clang does not like unused functions. If ffx_a.h is included in the binary, clang will throw a fit and not compile so we must configure FSR in this shader
+ if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) {
+ FsrEasuCon(Const0, Const1, Const2, Const3, params.resolution_width, params.resolution_height, params.resolution_width, params.resolution_height, params.upscaled_width, params.upscaled_height);
+ } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) {
+ FsrRcasCon(Const0, params.sharpness);
+ }
+
+ AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
+
+ fsr_pass(gxy);
+ gxy.x += 8u;
+ fsr_pass(gxy);
+ gxy.y += 8u;
+ fsr_pass(gxy);
+ gxy.x -= 8u;
+ fsr_pass(gxy);
+}
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index 25d87ca45d..6c73864bf6 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -7,7 +7,6 @@
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
@@ -59,7 +58,7 @@ lights;
#endif
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index fdc7729338..799f7087b6 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -1,6 +1,6 @@
#define LIGHT_BAKE_DISABLED 0
-#define LIGHT_BAKE_DYNAMIC 1
-#define LIGHT_BAKE_STATIC 2
+#define LIGHT_BAKE_STATIC 1
+#define LIGHT_BAKE_DYNAMIC 2
struct LightData { //this structure needs to be as packed as possible
highp vec3 position;
@@ -15,7 +15,7 @@ struct LightData { //this structure needs to be as packed as possible
mediump float cone_attenuation;
mediump float cone_angle;
mediump float specular_amount;
- bool shadow_enabled;
+ mediump float shadow_opacity;
highp vec4 atlas_rect; // rect in the shadow atlas
highp mat4 shadow_matrix;
@@ -60,7 +60,7 @@ struct DirectionalLightData {
highp float softshadow_angle;
highp float soft_shadow_scale;
bool blend_splits;
- bool shadow_enabled;
+ mediump float shadow_opacity;
highp float fade_from;
highp float fade_to;
uvec2 pad;
@@ -76,10 +76,6 @@ struct DirectionalLightData {
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
- mediump vec4 shadow_color1;
- mediump vec4 shadow_color2;
- mediump vec4 shadow_color3;
- mediump vec4 shadow_color4;
highp vec2 uv_scale1;
highp vec2 uv_scale2;
highp vec2 uv_scale3;
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
index 466442b67a..0ee4cf6e31 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
@@ -28,7 +28,7 @@ layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_lumin
layout(set = 2, binding = 0) uniform sampler2D prev_luminance;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 source_size;
float max_luminance;
float min_luminance;
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
index 3cde9923fa..b8860f6518 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
@@ -1,5 +1,5 @@
-layout(push_constant, binding = 1, std430) uniform PushConstant {
+layout(push_constant, std430) uniform PushConstant {
ivec2 source_size;
ivec2 dest_size;
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 9f8410fd8a..fb5759bc17 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -25,10 +25,10 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
-layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
-global_variables;
+global_shader_uniforms;
/* Set 1: FRAME AND PARTICLE DATA */
@@ -112,6 +112,24 @@ struct ParticleData {
uint flags;
vec4 color;
vec4 custom;
+#ifdef USERDATA1_USED
+ vec4 userdata1;
+#endif
+#ifdef USERDATA2_USED
+ vec4 userdata2;
+#endif
+#ifdef USERDATA3_USED
+ vec4 userdata3;
+#endif
+#ifdef USERDATA4_USED
+ vec4 userdata4;
+#endif
+#ifdef USERDATA5_USED
+ vec4 userdata5;
+#endif
+#ifdef USERDATA6_USED
+ vec4 userdata6;
+#endif
};
layout(set = 1, binding = 1, std430) restrict buffer Particles {
@@ -168,7 +186,7 @@ layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
} material;
#endif
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float lifetime;
bool clear;
uint total_particles;
@@ -210,6 +228,14 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom
return true;
}
+vec3 safe_normalize(vec3 direction) {
+ const float EPSILON = 0.001;
+ if (length(direction) < EPSILON) {
+ return vec3(0.0);
+ }
+ return normalize(direction);
+}
+
#GLOBALS
void main() {
@@ -413,7 +439,7 @@ void main() {
switch (FRAME.attractors[i].type) {
case ATTRACTOR_TYPE_SPHERE: {
- dir = normalize(rel_vec);
+ dir = safe_normalize(rel_vec);
float d = length(local_pos) / FRAME.attractors[i].extents.x;
if (d > 1.0) {
continue;
@@ -421,7 +447,7 @@ void main() {
amount = max(0.0, 1.0 - d);
} break;
case ATTRACTOR_TYPE_BOX: {
- dir = normalize(rel_vec);
+ dir = safe_normalize(rel_vec);
vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
@@ -432,18 +458,18 @@ void main() {
} break;
case ATTRACTOR_TYPE_VECTOR_FIELD: {
- vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
+ vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents + 1.0) * 0.5;
if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
continue;
}
- vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
- dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction
+ vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0;
+ dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
amount = length(s);
} break;
}
amount = pow(amount, FRAME.attractors[i].attenuation);
- dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
+ dir = safe_normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
attractor_force -= amount * dir * FRAME.attractors[i].strength;
}
@@ -567,11 +593,11 @@ void main() {
depth = particle_size - s;
const float EPSILON = 0.001;
normal = mat3(FRAME.colliders[i].transform) *
- normalize(
- vec3(
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
+ normalize(
+ vec3(
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
}
} break;
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index e88e68b511..afbd5a9caa 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -16,6 +16,9 @@ struct ParticleData {
uint flags;
vec4 color;
vec4 custom;
+#ifdef USERDATA_COUNT
+ vec4 userdata[USERDATA_COUNT];
+#endif
};
layout(set = 0, binding = 1, std430) restrict readonly buffer Particles {
@@ -42,7 +45,7 @@ layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses {
}
trail_bind_poses;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 sort_direction;
uint total_particles;
@@ -57,7 +60,9 @@ layout(push_constant, binding = 0, std430) uniform Params {
bool order_by_lifetime;
uint lifetime_split;
bool lifetime_reverse;
- uint pad;
+ bool copy_mode_2d;
+
+ mat4 inv_emission_transform;
}
params;
@@ -196,30 +201,33 @@ void main() {
txform = txform * trail_bind_poses.data[part_ofs];
}
+ if (params.copy_mode_2d) {
+ // In global mode, bring 2D particles to local coordinates
+ // as they will be drawn with the node position as origin.
+ txform = params.inv_emission_transform * txform;
+ }
+
txform = transpose(txform);
} else {
txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
}
-#ifdef MODE_2D
-
- uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom
+ if (params.copy_mode_2d) {
+ uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom
- instances.data[write_offset + 0] = txform[0];
- instances.data[write_offset + 1] = txform[1];
- instances.data[write_offset + 2] = particles.data[particle].color;
- instances.data[write_offset + 3] = particles.data[particle].custom;
-
-#else
-
- uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
+ instances.data[write_offset + 0] = txform[0];
+ instances.data[write_offset + 1] = txform[1];
+ instances.data[write_offset + 2] = particles.data[particle].color;
+ instances.data[write_offset + 3] = particles.data[particle].custom;
+ } else {
+ uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
- instances.data[write_offset + 0] = txform[0];
- instances.data[write_offset + 1] = txform[1];
- instances.data[write_offset + 2] = txform[2];
- instances.data[write_offset + 3] = particles.data[particle].color;
- instances.data[write_offset + 4] = particles.data[particle].custom;
-#endif //MODE_2D
+ instances.data[write_offset + 0] = txform[0];
+ instances.data[write_offset + 1] = txform[1];
+ instances.data[write_offset + 2] = txform[2];
+ instances.data[write_offset + 3] = particles.data[particle].color;
+ instances.data[write_offset + 4] = particles.data[particle].custom;
+ }
#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
index 7b964675ca..59027df8e9 100644
--- a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
+++ b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
@@ -9,7 +9,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2D source_normal;
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float curve;
uint pad;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
index 99714b4504..97c913d489 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
@@ -2,7 +2,7 @@
float hash_2d(vec2 p) {
return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
- (0.1 + abs(sin(13.0 * p.y + p.x))));
+ (0.1 + abs(sin(13.0 * p.y + p.x))));
}
float hash_3d(vec3 p) {
@@ -29,8 +29,7 @@ float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
(a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
- 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
- (2.0 * min_lerp * (1.0 - min_lerp))));
+ 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / (2.0 * min_lerp * (1.0 - min_lerp))));
float alpha_hash_threshold =
(lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index edbe1031b7..e9515c7670 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -6,6 +6,8 @@
#include "scene_forward_clustered_inc.glsl"
+#define SHADER_IS_SRGB false
+
/* INPUT ATTRIBS */
layout(location = 0) in vec3 vertex_attrib;
@@ -81,6 +83,11 @@ layout(location = 5) out vec3 tangent_interp;
layout(location = 6) out vec3 binormal_interp;
#endif
+#ifdef MOTION_VECTORS
+layout(location = 7) out vec4 screen_position;
+layout(location = 8) out vec4 prev_screen_position;
+#endif
+
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
@@ -89,38 +96,43 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
} material;
#endif
+float global_time;
+
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) out float dp_clip;
+layout(location = 9) out float dp_clip;
#endif
-layout(location = 9) out flat uint instance_index;
+layout(location = 10) out flat uint instance_index_interp;
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#else // USE_MULTIVIEW
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
invariant gl_Position;
#GLOBALS
-void main() {
+void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
#endif
- instance_index = draw_call.instance_index;
-
- bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
- if (!is_multimesh) {
- instance_index += gl_InstanceIndex;
- }
-
- mat4 world_matrix = instances.data[instance_index].transform;
-
- mat3 world_normal_matrix;
+ mat3 model_normal_matrix;
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
- world_normal_matrix = transpose(inverse(mat3(world_matrix)));
+ model_normal_matrix = transpose(inverse(mat3(model_matrix)));
} else {
- world_normal_matrix = mat3(world_matrix);
+ model_normal_matrix = mat3(model_matrix);
}
if (is_multimesh) {
@@ -213,8 +225,8 @@ void main() {
#endif
//transpose
matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
- world_normal_matrix = world_normal_matrix * mat3(matrix);
+ model_matrix = model_matrix * matrix;
+ model_normal_matrix = model_normal_matrix * mat3(matrix);
}
vec3 vertex = vertex_attrib;
@@ -240,27 +252,35 @@ void main() {
vec4 position;
#endif
+#ifdef USE_MULTIVIEW
+ mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex];
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex];
+#else
mat4 projection_matrix = scene_data.projection_matrix;
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
+#endif //USE_MULTIVIEW
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+ vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
- normal = world_normal_matrix * normal;
+#ifdef NORMAL_USED
+ normal = model_normal_matrix * normal;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- tangent = world_normal_matrix * tangent;
- binormal = world_normal_matrix * binormal;
+ tangent = model_normal_matrix * tangent;
+ binormal = model_normal_matrix * binormal;
#endif
#endif
float roughness = 1.0;
- mat4 modelview = scene_data.inv_camera_matrix * world_matrix;
- mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
+ mat4 modelview = scene_data.view_matrix * model_matrix;
+ mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
{
#CODE : VERTEX
@@ -285,17 +305,23 @@ void main() {
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
- normal = mat3(scene_data.inverse_normal_matrix) * normal;
+ vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
+ normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-
- binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
- tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+ binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
vertex_interp = vertex;
+
+#ifdef MOTION_VECTORS
+ screen_pos = projection_matrix * vec4(vertex_interp, 1.0);
+#endif
+
#ifdef NORMAL_USED
normal_interp = normal;
#endif
@@ -350,12 +376,37 @@ void main() {
#endif
}
+void main() {
+ uint instance_index = draw_call.instance_index;
+
+ bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
+ if (!is_multimesh) {
+ instance_index += gl_InstanceIndex;
+ }
+
+ instance_index_interp = instance_index;
+
+ mat4 model_matrix = instances.data[instance_index].transform;
+#if defined(MOTION_VECTORS)
+ global_time = scene_data_block.prev_data.time;
+ vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
+ global_time = scene_data_block.data.time;
+ vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position);
+#else
+ global_time = scene_data_block.data.time;
+ vec4 screen_position;
+ vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position);
+#endif
+}
+
#[fragment]
#version 450
#VERSION_DEFINES
+#define SHADER_IS_SRGB false
+
/* Specialization Constants (Toggles) */
layout(constant_id = 0) const bool sc_use_forward_gi = false;
@@ -404,18 +455,43 @@ layout(location = 5) in vec3 tangent_interp;
layout(location = 6) in vec3 binormal_interp;
#endif
+#ifdef MOTION_VECTORS
+layout(location = 7) in vec4 screen_position;
+layout(location = 8) in vec4 prev_screen_position;
+#endif
+
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) in float dp_clip;
+layout(location = 9) in float dp_clip;
#endif
-layout(location = 9) in flat uint instance_index;
+layout(location = 10) in flat uint instance_index_interp;
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#else // USE_MULTIVIEW
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
//defines to keep compatibility with vertex
-#define world_matrix instances.data[instance_index].transform
+#define model_matrix instances.data[draw_call.instance_index].transform
+#ifdef USE_MULTIVIEW
+#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
+#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
+#else
#define projection_matrix scene_data.projection_matrix
+#define inv_projection_matrix scene_data.inv_projection_matrix
+#endif
+
+#define global_time scene_data_block.data.time
#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
//both required for transmittance to be enabled
@@ -454,23 +530,27 @@ layout(location = 1) out uvec2 voxel_gi_buffer;
#endif //MODE_RENDER_NORMAL
#else // RENDER DEPTH
-#ifdef MODE_MULTIPLE_RENDER_TARGETS
+#ifdef MODE_SEPARATE_SPECULAR
layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
#else
layout(location = 0) out vec4 frag_color;
-#endif // MODE_MULTIPLE_RENDER_TARGETS
+#endif // MODE_SEPARATE_SPECULAR
#endif // RENDER DEPTH
+#ifdef MOTION_VECTORS
+layout(location = 2) out vec2 motion_vector;
+#endif
+
#include "scene_forward_aa_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
-#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+// Default to SPECULAR_SCHLICK_GGX.
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
@@ -483,24 +563,24 @@ layout(location = 0) out vec4 frag_color;
#ifndef MODE_RENDER_DEPTH
vec4 volumetric_fog_process(vec2 screen_uv, float z) {
- vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
+ vec3 fog_pos = vec3(screen_uv, z * scene_data_block.data.volumetric_fog_inv_length);
if (fog_pos.z < 0.0) {
return vec4(0.0);
} else if (fog_pos.z < 1.0) {
- fog_pos.z = pow(fog_pos.z, scene_data.volumetric_fog_detail_spread);
+ fog_pos.z = pow(fog_pos.z, scene_data_block.data.volumetric_fog_detail_spread);
}
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
vec4 fog_process(vec3 vertex) {
- vec3 fog_color = scene_data.fog_light_color;
+ vec3 fog_color = scene_data_block.data.fog_light_color;
- if (scene_data.fog_aerial_perspective > 0.0) {
+ if (scene_data_block.data.fog_aerial_perspective > 0.0) {
vec3 sky_fog_color = vec3(0.0);
- vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
+ vec3 cube_view = scene_data_block.data.radiance_inverse_xform * vertex;
// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
- float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
+ float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near));
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
float lod, blend;
blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
@@ -509,29 +589,29 @@ vec4 fog_process(vec3 vertex) {
#else
sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
- fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
+ fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective);
}
- if (scene_data.fog_sun_scatter > 0.001) {
+ if (scene_data_block.data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
float sun_total = 0.0;
vec3 view = normalize(vertex);
- for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) {
vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
- fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter;
}
}
- float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density));
+ float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
- if (abs(scene_data.fog_height_density) > 0.001) {
- float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+ if (abs(scene_data_block.data.fog_height_density) >= 0.0001) {
+ float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y;
- float y_dist = scene_data.fog_height - y;
+ float y_dist = y - scene_data_block.data.fog_height;
- float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+ float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density));
fog_amount = max(vfog_amount, fog_amount);
}
@@ -543,7 +623,6 @@ void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max,
uint item_min_max = cluster_buffer.data[p_offset];
item_min = item_min_max & 0xFFFF;
item_max = item_min_max >> 16;
- ;
item_from = item_min >> 5;
item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
@@ -557,16 +636,16 @@ uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
#endif //!MODE_RENDER DEPTH
-void main() {
-#ifdef MODE_DUAL_PARABOLOID
-
- if (dp_clip > 0.0)
- discard;
-#endif
+void fragment_shader(in SceneData scene_data) {
+ uint instance_index = instance_index_interp;
- //lay out everything, whathever is unused is optimized away anyway
+ //lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+ vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+#else
vec3 view = -normalize(vertex_interp);
+#endif
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
@@ -579,7 +658,7 @@ void main() {
float rim = 0.0;
float rim_tint = 0.0;
float clearcoat = 0.0;
- float clearcoat_gloss = 0.0;
+ float clearcoat_roughness = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
vec4 fog = vec4(0.0);
@@ -593,7 +672,7 @@ void main() {
float ao = 1.0;
float ao_light_affect = 0.0;
- float alpha = 1.0;
+ float alpha = float(instances.data[instance_index].flags >> INSTANCE_FLAGS_FADE_SHIFT) / float(255.0);
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 binormal = normalize(binormal_interp);
@@ -633,7 +712,7 @@ void main() {
float normal_map_depth = 1.0;
- vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
float sss_strength = 0.0;
@@ -687,7 +766,7 @@ void main() {
#endif // ALPHA_ANTIALIASING_EDGE_USED
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // USE_OPAQUE_PREPASS
@@ -868,9 +947,9 @@ void main() {
if (decals.data[decal_index].emission_rect != vec4(0.0)) {
//emission is additive, so its independent from albedo
if (sc_decal_use_mipmaps) {
- emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade;
} else {
- emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
+ emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade;
}
}
}
@@ -902,7 +981,20 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+ vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+#else
vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
+#endif
+
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -915,7 +1007,6 @@ void main() {
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
- float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
@@ -944,6 +1035,37 @@ void main() {
#if defined(CUSTOM_IRRADIANCE_USED)
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
#endif
+
+#ifdef LIGHT_CLEARCOAT_USED
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
+ float NoV = max(dot(n, view), 0.0001);
+ vec3 ref_vec = reflect(-view, n);
+ // The clear coat layer assumes an IOR of 1.5 (4% reflectance)
+ float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
+ float attenuation = 1.0 - Fc;
+ ambient_light *= attenuation;
+ specular_light *= attenuation;
+
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+ float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness_lod, lod);
+ vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else
+ vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
+ }
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -957,22 +1079,22 @@ void main() {
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
uint index = instances.data[instance_index].gi_offset;
- vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
+ vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
const float c1 = 0.429043;
const float c2 = 0.511664;
const float c3 = 0.743125;
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
@@ -1011,9 +1133,9 @@ void main() {
if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
//make vertex orientation the world one, but still align to camera
- vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
- vec3 cam_normal = mat3(scene_data.camera_matrix) * normal;
- vec3 cam_reflection = mat3(scene_data.camera_matrix) * reflect(-view, normal);
+ vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex;
+ vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal;
+ vec3 cam_reflection = mat3(scene_data.inv_view_matrix) * reflect(-view, normal);
//apply y-mult
cam_pos.y *= sdfgi.y_mult;
@@ -1083,7 +1205,8 @@ void main() {
if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
+ vec3 ref_vec = normalize(reflect(-view, normal));
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
@@ -1119,12 +1242,20 @@ void main() {
if (scene_data.gi_upscale_for_msaa) {
vec2 base_coord = screen_uv;
vec2 closest_coord = base_coord;
+#ifdef USE_MULTIVIEW
+ float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
+#else // USE_MULTIVIEW
float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0.0).xyz * 2.0 - 1.0);
+#endif // USE_MULTIVIEW
for (int i = 0; i < 4; i++) {
const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size;
+#ifdef USE_MULTIVIEW
+ float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
+#else // USE_MULTIVIEW
float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
+#endif // USE_MULTIVIEW
if (neighbour_ang > closest_ang) {
closest_ang = neighbour_ang;
closest_coord = neighbour_coord;
@@ -1137,15 +1268,20 @@ void main() {
coord = screen_uv;
}
+#ifdef USE_MULTIVIEW
+ vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0);
+ vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0);
+#else // USE_MULTIVIEW
vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
+#endif // USE_MULTIVIEW
ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
}
#endif // !USE_LIGHTMAP
- if (scene_data.ssao_enabled) {
+ if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
@@ -1170,6 +1306,18 @@ void main() {
item_to = subgroupBroadcastFirst(subgroupMax(item_to));
#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
for (uint i = item_from; i < item_to; i++) {
uint mask = cluster_buffer.data[cluster_reflection_offset + i];
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
@@ -1193,7 +1341,7 @@ void main() {
continue; //not masked
}
- reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
}
@@ -1215,6 +1363,12 @@ void main() {
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
+ if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
+ vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
+ ambient_light *= 1.0 - ssil.a;
+ ambient_light += ssil.rgb * albedo.rgb;
+ }
+
//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);
@@ -1235,7 +1389,7 @@ void main() {
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
- specular_light *= env.x * f0 + env.y;
+ specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0);
#endif
}
@@ -1249,9 +1403,10 @@ void main() {
// LIGHTING
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
- { //directional light
+ { // Directional light.
- // Do shadow and lighting in two passes to reduce register pressure
+ // Do shadow and lighting in two passes to reduce register pressure.
+#ifndef SHADOWS_DISABLED
uint shadow0 = 0;
uint shadow1 = 0;
@@ -1270,21 +1425,21 @@ void main() {
float shadow = 1.0;
- //version with soft shadows, more expensive
- if (directional_lights.data[i].shadow_enabled) {
- if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
- float depth_z = -vertex.z;
-
- vec3 shadow_color = vec3(0.0);
- vec3 light_dir = directional_lights.data[i].direction;
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
+ float depth_z = -vertex.z;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
-#define BIAS_FUNC(m_var, m_idx) \
- m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
- vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
- normal_bias -= light_dir * dot(light_dir, normal_bias); \
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
- uint blend_index = 0;
+ //version with soft shadows, more expensive
+ if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
+ uint blend_count = 0;
+ const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
@@ -1299,10 +1454,10 @@ void main() {
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- blend_index++;
+ blend_count++;
}
- if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
@@ -1316,7 +1471,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- if (blend_index == 0) {
+ if (blend_count == 0) {
shadow = s;
} else {
//blend
@@ -1324,10 +1479,10 @@ void main() {
shadow = mix(shadow, s, blend);
}
- blend_index++;
+ blend_count++;
}
- if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
@@ -1341,7 +1496,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- if (blend_index == 0) {
+ if (blend_count == 0) {
shadow = s;
} else {
//blend
@@ -1349,10 +1504,10 @@ void main() {
shadow = mix(shadow, s, blend);
}
- blend_index++;
+ blend_count++;
}
- if (blend_index < 2) {
+ if (blend_count < blend_max) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
@@ -1366,7 +1521,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- if (blend_index == 0) {
+ if (blend_count == 0) {
shadow = s;
} else {
//blend
@@ -1375,20 +1530,10 @@ void main() {
}
}
-#undef BIAS_FUNC
} else { //no soft shadows
- float depth_z = -vertex.z;
-
vec4 pssm_coord;
- vec3 light_dir = directional_lights.data[i].direction;
- vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
-
-#define BIAS_FUNC(m_var, m_idx) \
- m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
- vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
- normal_bias -= light_dir * dot(light_dir, normal_bias); \
- m_var.xyz += normal_bias;
+ float blur_factor;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
@@ -1396,63 +1541,77 @@ void main() {
BIAS_FUNC(v, 0)
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ blur_factor = 1.0;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
-
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
} else {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
}
pssm_coord /= pssm_coord.w;
- shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord);
if (directional_lights.data[i].blend_splits) {
float pssm_blend;
+ float blur_factor2;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ blur_factor2 = 1.0;
}
pssm_coord /= pssm_coord.w;
- float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}
+ }
- shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
#undef BIAS_FUNC
- }
} // shadows
if (i < 4) {
@@ -1461,6 +1620,7 @@ void main() {
shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
}
}
+#endif // SHADOWS_DISABLED
for (uint i = 0; i < 8; i++) {
if (i >= scene_data.directional_light_count) {
@@ -1474,7 +1634,7 @@ void main() {
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth;
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
@@ -1523,18 +1683,21 @@ void main() {
#endif
float shadow = 1.0;
-
+#ifndef SHADOWS_DISABLED
if (i < 4) {
shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
+ shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
+#endif
+
blur_shadow(shadow);
float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0;
- light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1545,16 +1708,14 @@ void main() {
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim, rim_tint, albedo,
+ rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ binormal,
+ tangent, anisotropy,
#endif
diffuse_light,
specular_light);
@@ -1608,7 +1769,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1620,17 +1781,13 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
}
@@ -1684,7 +1841,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1696,16 +1853,13 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
@@ -1723,7 +1877,7 @@ void main() {
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
@@ -1757,7 +1911,7 @@ void main() {
vec3(0, -1, 0),
vec3(0, 0, -1));
- vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
+ vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normalize(normal_interp);
float closest_dist = -1e20;
@@ -1769,7 +1923,11 @@ void main() {
}
}
+#ifdef MOLTENVK_USED
+ imageStore(geom_facing_grid, grid_pos, uvec4(imageLoad(geom_facing_grid, grid_pos).r | facing_bits)); //store facing bits
+#else
imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
+#endif
if (length(emission) > 0.001) {
float lumas[6];
@@ -1880,7 +2038,7 @@ void main() {
//restore fog
fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
-#ifdef MODE_MULTIPLE_RENDER_TARGETS
+#ifdef MODE_SEPARATE_SPECULAR
#ifdef MODE_UNSHADED
diffuse_buffer = vec4(albedo.rgb, 0.0);
@@ -1898,20 +2056,38 @@ void main() {
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
-#else //MODE_MULTIPLE_RENDER_TARGETS
+#else //MODE_SEPARATE_SPECULAR
#ifdef MODE_UNSHADED
frag_color = vec4(albedo, alpha);
#else
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
- //frag_color = vec4(1.0);
+//frag_color = vec4(1.0);
#endif //USE_NO_SHADING
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- ;
-#endif //MODE_MULTIPLE_RENDER_TARGETS
+#endif //MODE_SEPARATE_SPECULAR
#endif //MODE_RENDER_DEPTH
+#ifdef MOTION_VECTORS
+ vec2 position_clip = (screen_position.xy / screen_position.w) - scene_data.taa_jitter;
+ vec2 prev_position_clip = (prev_screen_position.xy / prev_screen_position.w) - scene_data_block.prev_data.taa_jitter;
+
+ vec2 position_uv = position_clip * vec2(0.5, 0.5);
+ vec2 prev_position_uv = prev_position_clip * vec2(0.5, 0.5);
+
+ motion_vector = position_uv - prev_position_uv;
+#endif
+}
+
+void main() {
+#ifdef MODE_DUAL_PARABOLOID
+
+ if (dp_clip > 0.0)
+ discard;
+#endif
+
+ fragment_shader(scene_data_block.data);
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index b53bf6a6d4..f0717294ef 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -2,6 +2,7 @@
#define ROUGHNESS_MAX_LOD 5
#define MAX_VOXEL_GI_INSTANCES 8
+#define MAX_VIEWS 2
#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
@@ -12,16 +13,20 @@
#endif
+#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
+#extension GL_EXT_multiview : enable
+#endif
+
#include "cluster_data_inc.glsl"
#include "decal_data_inc.glsl"
-#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
#endif
-layout(push_constant, binding = 0, std430) uniform DrawCall {
+layout(push_constant, std430) uniform DrawCall {
uint instance_index;
uint uv_offset;
uint pad0;
@@ -68,9 +73,13 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16
+#define INSTANCE_FLAGS_FADE_SHIFT 24
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
+#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1
+#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2
+
layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
@@ -120,10 +129,10 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
}
decals;
-layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
-global_variables;
+global_shader_uniforms;
struct SDFVoxelGICascadeData {
vec3 position;
@@ -162,12 +171,16 @@ sdfgi;
/* Set 1: Render Pass (changes per render pass) */
-layout(set = 1, binding = 0, std140) uniform SceneData {
+struct SceneData {
mat4 projection_matrix;
mat4 inv_projection_matrix;
+ mat4 inv_view_matrix;
+ mat4 view_matrix;
- mat4 camera_matrix;
- mat4 inv_camera_matrix;
+ // only used for multiview
+ mat4 projection_matrix_view[MAX_VIEWS];
+ mat4 inv_projection_matrix_view[MAX_VIEWS];
+ vec4 eye_offset[MAX_VIEWS];
vec2 viewport_size;
vec2 screen_pixel_size;
@@ -200,16 +213,15 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
float z_far;
float z_near;
- bool ssao_enabled;
+ uint ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
bool roughness_limiter_enabled;
float roughness_limiter_amount;
float roughness_limiter_limit;
- uvec2 roughness_limiter_pad;
-
- vec4 ao_color;
+ float opaque_prepass_threshold;
+ uint roughness_limiter_pad;
mat4 sdf_to_bounds;
@@ -238,11 +250,19 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
+ vec2 taa_jitter;
+ uvec2 pad2;
+};
+
+layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
+ SceneData data;
+ SceneData prev_data;
}
-scene_data;
+scene_data_block;
struct InstanceData {
mat4 transform;
+ mat4 prev_transform;
uint flags;
uint instance_uniforms_ofs; //base offset in global buffer for instance variables
uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
@@ -297,27 +317,29 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
layout(set = 1, binding = 9) uniform texture2D depth_buffer;
layout(set = 1, binding = 10) uniform texture2D color_buffer;
+#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 11) uniform texture2DArray normal_roughness_buffer;
+layout(set = 1, binding = 13) uniform texture2DArray ambient_buffer;
+layout(set = 1, binding = 14) uniform texture2DArray reflection_buffer;
+#else // USE_MULTIVIEW
layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
-layout(set = 1, binding = 12) uniform texture2D ao_buffer;
layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
layout(set = 1, binding = 14) uniform texture2D reflection_buffer;
+#endif
+layout(set = 1, binding = 12) uniform texture2D ao_buffer;
layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture;
layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+ mat4 xform; // 64 - 64
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
};
layout(set = 1, binding = 17, std140) uniform VoxelGIs {
@@ -327,6 +349,8 @@ voxel_gi_instances;
layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 19) uniform texture2D ssil_buffer;
+
#endif
/* Set 2 Skeleton & Instancing (can change per item) */
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index f3db4abe3b..7299bb0576 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -1,55 +1,29 @@
// Functions related to lighting
-// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
-// We're dividing this factor off because the overall term we'll end up looks like
-// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
-//
-// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
-//
-// We're basically regouping this as
-//
-// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
-//
-// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
-//
-// The contents of the D and G (G1) functions (GGX) are taken from
-// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
-// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
-
-float G_GGX_2cos(float cos_theta_m, float alpha) {
- // Schlick's approximation
- // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
- // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
- // It nevertheless approximates GGX well with k = alpha/2.
- float k = 0.5 * alpha;
- return 0.5 / (cos_theta_m * (1.0 - k) + k);
-
- // float cos2 = cos_theta_m * cos_theta_m;
- // float sin2 = (1.0 - cos2);
- // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
-}
-
float D_GGX(float cos_theta_m, float alpha) {
- float alpha2 = alpha * alpha;
- float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
- return alpha2 / (M_PI * d * d);
+ float a = cos_theta_m * alpha;
+ float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a);
+ return k * k * (1.0 / M_PI);
}
-float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float s_x = alpha_x * cos_phi;
- float s_y = alpha_y * sin_phi;
- return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+// From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX
+float V_GGX(float NdotL, float NdotV, float alpha) {
+ return 0.5 / mix(2.0 * NdotL * NdotV, NdotL + NdotV, alpha);
}
float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float r_x = cos_phi / alpha_x;
- float r_y = sin_phi / alpha_y;
- float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
- return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+ float alpha2 = alpha_x * alpha_y;
+ highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * cos_theta_m);
+ highp float v2 = dot(v, v);
+ float w2 = alpha2 / v2;
+ float D = alpha2 * w2 * w2 * (1.0 / M_PI);
+ return D;
+}
+
+float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
+ float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
+ float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
+ return 0.5 / (Lambda_V + Lambda_L);
}
float SchlickFresnel(float u) {
@@ -58,14 +32,6 @@ float SchlickFresnel(float u) {
return m2 * m2 * m; // pow(m,5)
}
-float GTR1(float NdotH, float a) {
- if (a >= 1.0)
- return 1.0 / M_PI;
- float a2 = a * a;
- float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
- return (a2 - 1.0) / (M_PI * log(a2) * t);
-}
-
vec3 F0(float metallic, float specular, vec3 albedo) {
float dielectric = 0.16 * specular * specular;
// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
@@ -73,7 +39,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -84,19 +50,21 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
+ float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 B, vec3 T, float anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
+ vec4 orms_unpacked = unpackUnorm4x8(orms);
+
+ float roughness = orms_unpacked.y;
+ float metallic = orms_unpacked.z;
+
#if defined(LIGHT_CODE_USED)
// light is written by the light shader
@@ -111,13 +79,13 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float NdotL = min(A + dot(N, L), 1.0);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
+ float cNdotV = max(NdotV, 1e-4);
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
vec3 H = normalize(V + L);
#endif
-#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#if defined(SPECULAR_SCHLICK_GGX)
float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
#endif
@@ -125,9 +93,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
#endif
- float metallic = unpackUnorm4x8(orms).z;
if (metallic < 1.0) {
- float roughness = unpackUnorm4x8(orms).y;
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#if defined(DIFFUSE_LAMBERT_WRAP)
@@ -168,7 +134,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#if defined(LIGHT_RIM_USED)
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
- diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
+ diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
@@ -179,11 +145,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float d = scale * abs(transmittance_z);
float dd = -d * d;
vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
- vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
- vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
- vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
- vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
- vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
#else
@@ -199,31 +165,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif //LIGHT_TRANSMITTANCE_USED
}
- float roughness = unpackUnorm4x8(orms).y;
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
// D
-#if defined(SPECULAR_BLINN)
-
- //normalized blinn
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
-
- specular_light += light_color * attenuation * specular_amount * blinn * f0 * unpackUnorm4x8(orms).w;
-
-#elif defined(SPECULAR_PHONG)
-
- vec3 R = normalize(-reflect(L, N));
- float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float phong = pow(cRdotV, shininess);
- phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
-
- specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w;
-
-#elif defined(SPECULAR_TOON)
+#if defined(SPECULAR_TOON)
vec3 R = normalize(-reflect(L, N));
float RdotV = dot(R, V);
@@ -237,26 +183,26 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#elif defined(SPECULAR_SCHLICK_GGX)
// shlick+ggx as default
-
+ float alpha_ggx = roughness * roughness;
#if defined(LIGHT_ANISOTROPY_USED)
- float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
float ax = alpha_ggx / aspect;
float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
- float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
-
-#else
- float alpha_ggx = roughness * roughness;
+ float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
+#else // LIGHT_ANISOTROPY_USED
float D = D_GGX(cNdotH, alpha_ggx);
- float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
-#endif
- // F
+ float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
+#endif // LIGHT_ANISOTROPY_USED
+ // F
float cLdotH5 = SchlickFresnel(cLdotH);
- vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
+ // Calculate Fresnel using specular occlusion term from Filament:
+ // https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion
+ float f90 = clamp(dot(f0, vec3(50.0 * 0.33)), 0.0, 1.0);
+ vec3 F = f0 + (f90 - f0) * cLdotH5;
vec3 specular_brdf_NL = cNdotL * D * F * G;
@@ -264,18 +210,23 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_CLEARCOAT_USED)
+ // Clearcoat ignores normal_map, use vertex normal instead
+ float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0);
+ float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0);
+ float ccNdotV = max(dot(vertex_normal, V), 1e-4);
#if !defined(SPECULAR_SCHLICK_GGX)
float cLdotH5 = SchlickFresnel(cLdotH);
#endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Dr = D_GGX(ccNdotH, mix(0.001, 0.1, clearcoat_roughness));
+ float Gr = 0.25 / (cLdotH * cLdotH);
float Fr = mix(.04, 1.0, cLdotH5);
- float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
-
- float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+ float clearcoat_specular_brdf_NL = clearcoat * Gr * Fr * Dr * cNdotL;
specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
-#endif
+ // TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR)
+ // but to do so we need to rearrange this entire function
+#endif // LIGHT_CLEARCOAT_USED
}
#ifdef USE_SHADOW_TO_OPACITY
@@ -285,7 +236,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif //defined(LIGHT_CODE_USED)
}
-#ifndef USE_NO_SHADOWS
+#ifndef SHADOWS_DISABLED
// Interleaved Gradient Noise
// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
@@ -299,7 +250,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (sc_directional_soft_shadow_samples == 1) {
+ if (sc_directional_soft_shadow_samples == 0) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -314,7 +265,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
float avg = 0.0;
for (uint i = 0; i < sc_directional_soft_shadow_samples; i++) {
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data_block.data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
}
return avg * (1.0 / float(sc_directional_soft_shadow_samples));
@@ -325,7 +276,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (sc_soft_shadow_samples == 1) {
+ if (sc_soft_shadow_samples == 0) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -340,7 +291,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
float avg = 0.0;
for (uint i = 0; i < sc_soft_shadow_samples; i++) {
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data_block.data.soft_shadow_kernel[i].xy), depth, 1.0));
}
return avg * (1.0 / float(sc_soft_shadow_samples));
@@ -348,7 +299,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) {
//if only one sample is taken, take it from the center
- if (sc_soft_shadow_samples == 1) {
+ if (sc_soft_shadow_samples == 0) {
vec2 pos = coord * 0.5 + 0.5;
pos = uv_rect.xy + pos * uv_rect.zw;
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
@@ -363,10 +314,10 @@ float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec
}
float avg = 0.0;
- vec2 offset_scale = blur_scale * 2.0 * scene_data.shadow_atlas_pixel_size / uv_rect.zw;
+ vec2 offset_scale = blur_scale * 2.0 * scene_data_block.data.shadow_atlas_pixel_size / uv_rect.zw;
for (uint i = 0; i < sc_soft_shadow_samples; i++) {
- vec2 offset = offset_scale * (disk_rotation * scene_data.soft_shadow_kernel[i].xy);
+ vec2 offset = offset_scale * (disk_rotation * scene_data_block.data.soft_shadow_kernel[i].xy);
vec2 sample_coord = coord + offset;
float sample_coord_length_sqaured = dot(sample_coord, sample_coord);
@@ -403,7 +354,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
}
for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) {
- vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
+ vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < pssm_coord.z) {
blocker_average += d;
@@ -419,7 +370,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
float s = 0.0;
for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) {
- vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
+ vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
}
@@ -431,7 +382,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
}
}
-#endif //USE_NO_SHADOWS
+#endif // SHADOWS_DISABLED
float get_omni_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
@@ -443,10 +394,10 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
}
float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
- if (omni_lights.data[idx].shadow_enabled) {
+#ifndef SHADOWS_DISABLED
+ if (omni_lights.data[idx].shadow_opacity > 0.001) {
// there is a shadowmap
- vec2 texel_size = scene_data.shadow_atlas_pixel_size;
+ vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size;
vec4 base_uv_rect = omni_lights.data[idx].atlas_rect;
base_uv_rect.xy += texel_size;
base_uv_rect.zw -= texel_size * 2.0;
@@ -490,7 +441,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
- vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+ vec2 disk = disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy;
vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y;
@@ -526,7 +477,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
shadow = 0.0;
for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
- vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+ vec2 disk = disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy;
vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y;
pos = normalize(pos);
@@ -547,6 +498,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
+ shadow = mix(1.0, shadow, omni_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@@ -565,7 +517,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
vec2 pos = shadow_sample.xy / shadow_sample.z;
float depth = shadow_len - omni_lights.data[idx].shadow_bias;
depth *= omni_lights.data[idx].inv_radius;
- shadow = sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth);
+ shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity);
}
return shadow;
@@ -575,7 +527,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
return 1.0;
}
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -585,17 +537,14 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
+ float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
@@ -634,7 +583,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
splane.xy = splane.xy * 0.5 + 0.5;
splane.z = shadow_len * omni_lights.data[idx].inv_radius;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data.shadow_atlas_pixel_size );
+ // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data_block.data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data_block.data.shadow_atlas_pixel_size );
splane.w = 1.0; //needed? i think it should be 1 already
float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
@@ -701,7 +650,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -712,24 +661,21 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim * omni_attenuation, rim_tint, rim_color,
+ rim * omni_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light,
specular_light);
}
float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
- if (spot_lights.data[idx].shadow_enabled) {
+#ifndef SHADOWS_DISABLED
+ if (spot_lights.data[idx].shadow_opacity > 0.001) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
vec3 spot_dir = spot_lights.data[idx].direction;
@@ -767,7 +713,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale;
vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw;
for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
- vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
+ vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < splane.z) {
@@ -784,12 +730,13 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
shadow = 0.0;
for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
- vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
+ vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, splane.z, 1.0));
}
shadow /= float(sc_penumbra_shadow_samples);
+ shadow = mix(1.0, shadow, spot_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@@ -798,13 +745,13 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
} else {
//hard shadow
vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z);
- shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
+ shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv), spot_lights.data[idx].shadow_opacity);
}
return shadow;
}
-#endif //USE_NO_SHADOWS
+#endif // SHADOWS_DISABLED
return 1.0;
}
@@ -821,7 +768,7 @@ vec2 normal_to_panorama(vec3 n) {
return panorama_coords;
}
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -831,17 +778,14 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
+ float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
inout vec3 diffuse_light,
inout vec3 specular_light) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
@@ -887,17 +831,17 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
splane /= splane.w;
- vec2 proj_uv = normal_to_panorama(splane.xyz) * spot_lights.data[idx].projector_rect.zw;
+ vec2 proj_uv = splane.xy * spot_lights.data[idx].projector_rect.zw;
if (sc_projector_use_mipmaps) {
//ensure we have proper mipmaps
vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
splane_ddx /= splane_ddx.w;
- vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ vec2 proj_uv_ddx = splane_ddx.xy * spot_lights.data[idx].projector_rect.zw - proj_uv;
vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
splane_ddy /= splane_ddy.w;
- vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ vec2 proj_uv_ddy = splane_ddy.xy * spot_lights.data[idx].projector_rect.zw - proj_uv;
vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
color *= proj.rgb * proj.a;
@@ -908,7 +852,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -919,21 +863,18 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim * spot_attenuation, rim_tint, rim_color,
+ rim * spot_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
-void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
vec3 box_extents = reflections.data[ref_index].box_extents;
vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
@@ -941,8 +882,6 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
return;
}
- vec3 ref_vec = normalize(reflect(vertex, normal));
-
vec3 inner_pos = abs(local_pos / box_extents);
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
//make blend more rounded
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 518b0a6c7f..6548793bee 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -7,6 +7,8 @@
/* Include our forward mobile UBOs definitions etc. */
#include "scene_forward_mobile_inc.glsl"
+#define SHADER_IS_SRGB false
+
/* INPUT ATTRIBS */
layout(location = 0) in vec3 vertex_attrib;
@@ -112,6 +114,8 @@ invariant gl_Position;
#GLOBALS
+#define scene_data scene_data_block.data
+
void main() {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
@@ -120,13 +124,13 @@ void main() {
bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
- mat4 world_matrix = draw_call.transform;
+ mat4 model_matrix = draw_call.transform;
- mat3 world_normal_matrix;
+ mat3 model_normal_matrix;
if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
- world_normal_matrix = transpose(inverse(mat3(world_matrix)));
+ model_normal_matrix = transpose(inverse(mat3(model_matrix)));
} else {
- world_normal_matrix = mat3(world_matrix);
+ model_normal_matrix = mat3(model_matrix);
}
if (is_multimesh) {
@@ -219,8 +223,8 @@ void main() {
#endif
//transpose
matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
- world_normal_matrix = world_normal_matrix * mat3(matrix);
+ model_matrix = model_matrix * matrix;
+ model_normal_matrix = model_normal_matrix * mat3(matrix);
}
vec3 vertex = vertex_attrib;
@@ -257,22 +261,24 @@ void main() {
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+ vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
- normal = world_normal_matrix * normal;
+#ifdef NORMAL_USED
+ normal = model_normal_matrix * normal;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- tangent = world_normal_matrix * tangent;
- binormal = world_normal_matrix * binormal;
+ tangent = model_normal_matrix * tangent;
+ binormal = model_normal_matrix * binormal;
#endif
#endif
float roughness = 1.0;
- mat4 modelview = scene_data.inv_camera_matrix * world_matrix;
- mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
+ mat4 modelview = scene_data.view_matrix * model_matrix;
+ mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
{
#CODE : VERTEX
@@ -299,13 +305,14 @@ void main() {
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
- normal = mat3(scene_data.inverse_normal_matrix) * normal;
+ vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
+ normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-
- binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
- tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+ binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
@@ -370,6 +377,8 @@ void main() {
#VERSION_DEFINES
+#define SHADER_IS_SRGB false
+
/* Specialization Constants */
#if !defined(MODE_RENDER_DEPTH)
@@ -451,7 +460,7 @@ layout(location = 8) highp in float dp_clip;
//defines to keep compatibility with vertex
-#define world_matrix draw_call.transform
+#define model_matrix draw_call.transform
#ifdef USE_MULTIVIEW
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
#else
@@ -504,8 +513,8 @@ layout(location = 0) out mediump vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
-#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+// Default to SPECULAR_SCHLICK_GGX.
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
@@ -520,13 +529,13 @@ layout(location = 0) out mediump vec4 frag_color;
*/
vec4 fog_process(vec3 vertex) {
- vec3 fog_color = scene_data.fog_light_color;
+ vec3 fog_color = scene_data_block.data.fog_light_color;
- if (scene_data.fog_aerial_perspective > 0.0) {
+ if (scene_data_block.data.fog_aerial_perspective > 0.0) {
vec3 sky_fog_color = vec3(0.0);
- vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
+ vec3 cube_view = scene_data_block.data.radiance_inverse_xform * vertex;
// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
- float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
+ float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near));
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
float lod, blend;
blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
@@ -535,29 +544,29 @@ vec4 fog_process(vec3 vertex) {
#else
sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
- fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
+ fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective);
}
- if (scene_data.fog_sun_scatter > 0.001) {
+ if (scene_data_block.data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
float sun_total = 0.0;
vec3 view = normalize(vertex);
- for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) {
vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
- fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter;
}
}
- float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density));
+ float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
- if (abs(scene_data.fog_height_density) > 0.001) {
- float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+ if (abs(scene_data_block.data.fog_height_density) >= 0.0001) {
+ float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y;
- float y_dist = scene_data.fog_height - y;
+ float y_dist = y - scene_data_block.data.fog_height;
- float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+ float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density));
fog_amount = max(vfog_amount, fog_amount);
}
@@ -567,6 +576,8 @@ vec4 fog_process(vec3 vertex) {
#endif //!MODE_RENDER DEPTH
+#define scene_data scene_data_block.data
+
void main() {
#ifdef MODE_DUAL_PARABOLOID
@@ -574,9 +585,13 @@ void main() {
discard;
#endif
- //lay out everything, whathever is unused is optimized away anyway
+ //lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+ vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+#else
vec3 view = -normalize(vertex_interp);
+#endif
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0);
@@ -589,7 +604,7 @@ void main() {
float rim = 0.0;
float rim_tint = 0.0;
float clearcoat = 0.0;
- float clearcoat_gloss = 0.0;
+ float clearcoat_roughness = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
vec4 fog = vec4(0.0);
@@ -643,7 +658,7 @@ void main() {
float normal_map_depth = 1.0;
- vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
float sss_strength = 0.0;
@@ -701,7 +716,7 @@ void main() {
#endif // ALPHA_ANTIALIASING_EDGE_USED
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // USE_OPAQUE_PREPASS
@@ -867,7 +882,19 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+ vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+#else
vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
+#endif
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -880,7 +907,6 @@ void main() {
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
- float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
@@ -908,9 +934,38 @@ void main() {
#endif // !USE_LIGHTMAP
#if defined(CUSTOM_IRRADIANCE_USED)
- ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
+ ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
#endif // CUSTOM_IRRADIANCE_USED
+#ifdef LIGHT_CLEARCOAT_USED
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
+ float NoV = max(dot(n, view), 0.0001);
+ vec3 ref_vec = reflect(-view, n);
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
+ // The clear coat layer assumes an IOR of 1.5 (4% reflectance)
+ float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
+ float attenuation = 1.0 - Fc;
+ ambient_light *= attenuation;
+ specular_light *= attenuation;
+
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+ float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness_lod, lod);
+ vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+#else
+ vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
+ }
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -923,22 +978,22 @@ void main() {
if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
uint index = draw_call.gi_offset;
- vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
+ vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
const float c1 = 0.429043;
const float c2 = 0.511664;
const float c3 = 0.743125;
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
@@ -984,6 +1039,19 @@ void main() {
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
uint reflection_indices = draw_call.reflection_probes.x;
+
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
for (uint i = 0; i < 8; i++) {
uint reflection_index = reflection_indices & 0xFF;
if (i == 4) {
@@ -996,12 +1064,18 @@ void main() {
break;
}
- reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
if (reflection_accum.a > 0.0) {
specular_light = reflection_accum.rgb / reflection_accum.a;
}
+
+#if !defined(USE_LIGHTMAP)
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
} //Reflection probes
// finalize ambient light here
@@ -1046,7 +1120,7 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (!sc_disable_directional_lights) { //directional light
-
+#ifndef SHADOWS_DISABLED
// Do shadow and lighting in two passes to reduce register pressure
uint shadow0 = 0;
uint shadow1 = 0;
@@ -1068,11 +1142,10 @@ void main() {
#ifdef USE_SOFT_SHADOWS
//version with soft shadows, more expensive
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;
- vec3 shadow_color = vec3(0.0);
vec3 light_dir = directional_lights.data[i].direction;
#define BIAS_FUNC(m_var, m_idx) \
@@ -1098,9 +1171,6 @@ void main() {
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
-
- shadow_color = directional_lights.data[i].shadow_color1.rgb;
-
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
@@ -1118,8 +1188,6 @@ void main() {
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
-
- shadow_color = directional_lights.data[i].shadow_color2.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
@@ -1137,9 +1205,6 @@ void main() {
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
-
- shadow_color = directional_lights.data[i].shadow_color3.rgb;
-
} else {
vec4 v = vec4(vertex, 1.0);
@@ -1157,12 +1222,9 @@ void main() {
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
-
- shadow_color = directional_lights.data[i].shadow_color4.rgb;
}
if (directional_lights.data[i].blend_splits) {
- vec3 shadow_color_blend = vec3(0.0);
float pssm_blend;
float shadow2;
@@ -1183,7 +1245,6 @@ void main() {
}
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
- shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
@@ -1201,8 +1262,6 @@ void main() {
}
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
-
- shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
@@ -1219,7 +1278,6 @@ void main() {
}
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
- shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
}
@@ -1227,7 +1285,6 @@ void main() {
pssm_blend = sqrt(pssm_blend);
shadow = mix(shadow, shadow2, pssm_blend);
- shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
}
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
@@ -1237,10 +1294,11 @@ void main() {
#else
// Soft shadow disabled version
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;
+ float blur_factor;
vec3 light_dir = directional_lights.data[i].direction;
vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
@@ -1256,56 +1314,71 @@ void main() {
BIAS_FUNC(v, 0)
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ blur_factor = 1.0;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
+ ;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
-
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
} else {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
}
pssm_coord /= pssm_coord.w;
- shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord);
if (directional_lights.data[i].blend_splits) {
float pssm_blend;
+ float blur_factor2;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ blur_factor2 = 1.0;
}
pssm_coord /= pssm_coord.w;
- float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}
@@ -1322,6 +1395,8 @@ void main() {
}
}
+#endif // SHADOWS_DISABLED
+
for (uint i = 0; i < 8; i++) {
if (i >= scene_data.directional_light_count) {
break;
@@ -1334,16 +1409,16 @@ void main() {
// We're not doing light transmittence
float shadow = 1.0;
-
+#ifndef SHADOWS_DISABLED
if (i < 4) {
shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
-
+#endif
blur_shadow(shadow);
- light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1356,10 +1431,10 @@ void main() {
#endif
*/
#ifdef LIGHT_RIM_USED
- rim, rim_tint, albedo,
+ rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
@@ -1367,9 +1442,6 @@ void main() {
#ifdef USE_SOFT_SHADOW
directional_lights.data[i].size,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light,
specular_light);
}
@@ -1393,7 +1465,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1407,16 +1479,13 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
@@ -1441,7 +1510,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1455,16 +1524,13 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
@@ -1481,7 +1547,7 @@ void main() {
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index dd8879acb4..98ad674ce0 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -7,7 +7,7 @@
#include "decal_data_inc.glsl"
-#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
@@ -15,7 +15,7 @@
/* don't exceed 128 bytes!! */
/* put instance data into our push content, not a array */
-layout(push_constant, binding = 0, std430) uniform DrawCall {
+layout(push_constant, std430) uniform DrawCall {
highp mat4 transform; // 64 - 64
uint flags; // 04 - 68
uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
@@ -118,22 +118,23 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
}
decals;
-layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData {
highp vec4 data[];
}
-global_variables;
+global_shader_uniforms;
/* Set 1: Render Pass (changes per render pass) */
-layout(set = 1, binding = 0, std140) uniform SceneData {
+struct SceneData {
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
- highp mat4 camera_matrix;
- highp mat4 inv_camera_matrix;
+ highp mat4 inv_view_matrix;
+ highp mat4 view_matrix;
// only used for multiview
highp mat4 projection_matrix_view[MAX_VIEWS];
highp mat4 inv_projection_matrix_view[MAX_VIEWS];
+ highp vec4 eye_offset[MAX_VIEWS];
highp vec2 viewport_size;
highp vec2 screen_pixel_size;
@@ -168,9 +169,8 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
mediump float roughness_limiter_amount;
mediump float roughness_limiter_limit;
- uvec2 roughness_limiter_pad;
-
- mediump vec4 ao_color;
+ mediump float opaque_prepass_threshold;
+ uint roughness_limiter_pad;
bool fog_enabled;
highp float fog_density;
@@ -190,8 +190,12 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
uint pad1;
uint pad2;
uint pad3;
+};
+
+layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
+ SceneData data;
}
-scene_data;
+scene_data_block;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index b831005256..a893a66c94 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -36,7 +36,7 @@ layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
}
bone_transforms;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
bool has_normal;
bool has_tangent;
bool has_skeleton;
@@ -160,7 +160,7 @@ void main() {
}
if (params.has_tangent) {
- blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb;
+ blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
}
blend_total += w;
@@ -174,8 +174,8 @@ void main() {
}
vertex += blend_vertex;
- normal += normalize(normal + blend_normal);
- tangent.rgb += normalize(tangent.rgb + blend_tangent);
+ normal = normalize(normal + blend_normal);
+ tangent.rgb = normalize(tangent.rgb + blend_tangent);
}
if (params.has_skeleton) {
diff --git a/servers/rendering/renderer_rd/shaders/sort.glsl b/servers/rendering/renderer_rd/shaders/sort.glsl
index 307e60dc21..48cf69012a 100644
--- a/servers/rendering/renderer_rd/shaders/sort.glsl
+++ b/servers/rendering/renderer_rd/shaders/sort.glsl
@@ -47,7 +47,7 @@ layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
}
sort_buffer;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint total_elements;
uint pad[3];
ivec4 job_params;
diff --git a/servers/rendering/renderer_rd/shaders/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/specular_merge.glsl
deleted file mode 100644
index 3579c35cce..0000000000
--- a/servers/rendering/renderer_rd/shaders/specular_merge.glsl
+++ /dev/null
@@ -1,53 +0,0 @@
-#[vertex]
-
-#version 450
-
-#VERSION_DEFINES
-
-layout(location = 0) out vec2 uv_interp;
-
-void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-}
-
-#[fragment]
-
-#version 450
-
-#VERSION_DEFINES
-
-layout(location = 0) in vec2 uv_interp;
-
-layout(set = 0, binding = 0) uniform sampler2D specular;
-
-#ifdef MODE_SSR
-
-layout(set = 1, binding = 0) uniform sampler2D ssr;
-
-#endif
-
-#ifdef MODE_MERGE
-
-layout(set = 2, binding = 0) uniform sampler2D diffuse;
-
-#endif
-
-layout(location = 0) out vec4 frag_color;
-
-void main() {
- frag_color.rgb = texture(specular, uv_interp).rgb;
- frag_color.a = 0.0;
-#ifdef MODE_SSR
-
- vec4 ssr_color = texture(ssr, uv_interp);
- frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
-#endif
-
-#ifdef MODE_MERGE
- frag_color += texture(diffuse, uv_interp);
-#endif
- //added using additive blend
-}
diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
index 9367b641c2..fb35d3cde6 100644
--- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
+++ b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
@@ -87,7 +87,7 @@ const vec4 skin_kernel[kernel_size] = vec4[](
#endif //USE_11_SAMPLES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float camera_z_far;
float camera_z_near;
diff --git a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
new file mode 100644
index 0000000000..b0a0839836
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
@@ -0,0 +1,394 @@
+///////////////////////////////////////////////////////////////////////////////////
+// Copyright(c) 2016-2022 Panos Karabelas
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
+// copies of the Software, and to permit persons to whom the Software is furnished
+// to do so, subject to the following conditions :
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
+// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR
+// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2022-05-06: Panos Karabelas: first commit
+// 2020-12-05: Joan Fons: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+// Based on Spartan Engine's TAA implementation (without TAA upscale).
+// <https://github.com/PanosK92/SpartanEngine/blob/a8338d0609b85dc32f3732a5c27fb4463816a3b9/Data/shaders/temporal_antialiasing.hlsl>
+
+#define USE_SUBGROUPS
+
+#define GROUP_SIZE 8
+#define FLT_MIN 0.00000001
+#define FLT_MAX 32767.0
+#define RPC_9 0.11111111111
+#define RPC_16 0.0625
+
+#ifdef USE_SUBGROUPS
+layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
+#endif
+
+layout(rgba16f, set = 0, binding = 0) uniform restrict readonly image2D color_buffer;
+layout(set = 0, binding = 1) uniform sampler2D depth_buffer;
+layout(rg16f, set = 0, binding = 2) uniform restrict readonly image2D velocity_buffer;
+layout(rg16f, set = 0, binding = 3) uniform restrict readonly image2D last_velocity_buffer;
+layout(set = 0, binding = 4) uniform sampler2D history_buffer;
+layout(rgba16f, set = 0, binding = 5) uniform restrict writeonly image2D output_buffer;
+
+layout(push_constant, std430) uniform Params {
+ vec2 resolution;
+ float disocclusion_threshold; // 0.1 / max(params.resolution.x, params.resolution.y
+ float disocclusion_scale;
+}
+params;
+
+const ivec2 kOffsets3x3[9] = {
+ ivec2(-1, -1),
+ ivec2(0, -1),
+ ivec2(1, -1),
+ ivec2(-1, 0),
+ ivec2(0, 0),
+ ivec2(1, 0),
+ ivec2(-1, 1),
+ ivec2(0, 1),
+ ivec2(1, 1),
+};
+
+/*------------------------------------------------------------------------------
+ THREAD GROUP SHARED MEMORY (LDS)
+------------------------------------------------------------------------------*/
+
+const int kBorderSize = 1;
+const int kGroupSize = GROUP_SIZE;
+const int kTileDimension = kGroupSize + kBorderSize * 2;
+const int kTileDimension2 = kTileDimension * kTileDimension;
+
+vec3 reinhard(vec3 hdr) {
+ return hdr / (hdr + 1.0);
+}
+vec3 reinhard_inverse(vec3 sdr) {
+ return sdr / (1.0 - sdr);
+}
+
+float get_depth(ivec2 thread_id) {
+ return texelFetch(depth_buffer, thread_id, 0).r;
+}
+
+#ifdef USE_SUBGROUPS
+shared vec3 tile_color[kTileDimension][kTileDimension];
+shared float tile_depth[kTileDimension][kTileDimension];
+
+vec3 load_color(uvec2 group_thread_id) {
+ group_thread_id += kBorderSize;
+ return tile_color[group_thread_id.x][group_thread_id.y];
+}
+
+void store_color(uvec2 group_thread_id, vec3 color) {
+ tile_color[group_thread_id.x][group_thread_id.y] = color;
+}
+
+float load_depth(uvec2 group_thread_id) {
+ group_thread_id += kBorderSize;
+ return tile_depth[group_thread_id.x][group_thread_id.y];
+}
+
+void store_depth(uvec2 group_thread_id, float depth) {
+ tile_depth[group_thread_id.x][group_thread_id.y] = depth;
+}
+
+void store_color_depth(uvec2 group_thread_id, ivec2 thread_id) {
+ // out of bounds clamp
+ thread_id = clamp(thread_id, ivec2(0, 0), ivec2(params.resolution) - ivec2(1, 1));
+
+ store_color(group_thread_id, imageLoad(color_buffer, thread_id).rgb);
+ store_depth(group_thread_id, get_depth(thread_id));
+}
+
+void populate_group_shared_memory(uvec2 group_id, uint group_index) {
+ // Populate group shared memory
+ ivec2 group_top_left = ivec2(group_id) * kGroupSize - kBorderSize;
+ if (group_index < (kTileDimension2 >> 2)) {
+ ivec2 group_thread_id_1 = ivec2(group_index % kTileDimension, group_index / kTileDimension);
+ ivec2 group_thread_id_2 = ivec2((group_index + (kTileDimension2 >> 2)) % kTileDimension, (group_index + (kTileDimension2 >> 2)) / kTileDimension);
+ ivec2 group_thread_id_3 = ivec2((group_index + (kTileDimension2 >> 1)) % kTileDimension, (group_index + (kTileDimension2 >> 1)) / kTileDimension);
+ ivec2 group_thread_id_4 = ivec2((group_index + kTileDimension2 * 3 / 4) % kTileDimension, (group_index + kTileDimension2 * 3 / 4) / kTileDimension);
+
+ store_color_depth(group_thread_id_1, group_top_left + group_thread_id_1);
+ store_color_depth(group_thread_id_2, group_top_left + group_thread_id_2);
+ store_color_depth(group_thread_id_3, group_top_left + group_thread_id_3);
+ store_color_depth(group_thread_id_4, group_top_left + group_thread_id_4);
+ }
+
+ // Wait for group threads to load store data.
+ groupMemoryBarrier();
+ barrier();
+}
+#else
+vec3 load_color(uvec2 screen_pos) {
+ return imageLoad(color_buffer, ivec2(screen_pos)).rgb;
+}
+
+float load_depth(uvec2 screen_pos) {
+ return get_depth(ivec2(screen_pos));
+}
+#endif
+
+/*------------------------------------------------------------------------------
+ VELOCITY
+------------------------------------------------------------------------------*/
+
+void depth_test_min(uvec2 pos, inout float min_depth, inout uvec2 min_pos) {
+ float depth = load_depth(pos);
+
+ if (depth < min_depth) {
+ min_depth = depth;
+ min_pos = pos;
+ }
+}
+
+// Returns velocity with closest depth (3x3 neighborhood)
+void get_closest_pixel_velocity_3x3(in uvec2 group_pos, uvec2 group_top_left, out vec2 velocity) {
+ float min_depth = 1.0;
+ uvec2 min_pos = group_pos;
+
+ depth_test_min(group_pos + kOffsets3x3[0], min_depth, min_pos);
+ depth_test_min(group_pos + kOffsets3x3[1], min_depth, min_pos);
+ depth_test_min(group_pos + kOffsets3x3[2], min_depth, min_pos);
+ depth_test_min(group_pos + kOffsets3x3[3], min_depth, min_pos);
+ depth_test_min(group_pos + kOffsets3x3[4], min_depth, min_pos);
+ depth_test_min(group_pos + kOffsets3x3[5], min_depth, min_pos);
+ depth_test_min(group_pos + kOffsets3x3[6], min_depth, min_pos);
+ depth_test_min(group_pos + kOffsets3x3[7], min_depth, min_pos);
+ depth_test_min(group_pos + kOffsets3x3[8], min_depth, min_pos);
+
+ // Velocity out
+ velocity = imageLoad(velocity_buffer, ivec2(group_top_left + min_pos)).xy;
+}
+
+/*------------------------------------------------------------------------------
+ HISTORY SAMPLING
+------------------------------------------------------------------------------*/
+
+vec3 sample_catmull_rom_9(sampler2D stex, vec2 uv, vec2 resolution) {
+ // Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
+ // License: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
+
+ // We're going to sample a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
+ // down the sample location to get the exact center of our "starting" texel. The starting texel will be at
+ // location [1, 1] in the grid, where [0, 0] is the top left corner.
+ vec2 sample_pos = uv * resolution;
+ vec2 texPos1 = floor(sample_pos - 0.5f) + 0.5f;
+
+ // Compute the fractional offset from our starting texel to our original sample location, which we'll
+ // feed into the Catmull-Rom spline function to get our filter weights.
+ vec2 f = sample_pos - texPos1;
+
+ // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
+ // These equations are pre-expanded based on our knowledge of where the texels will be located,
+ // which lets us avoid having to evaluate a piece-wise function.
+ vec2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f));
+ vec2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f);
+ vec2 w2 = f * (0.5f + f * (2.0f - 1.5f * f));
+ vec2 w3 = f * f * (-0.5f + 0.5f * f);
+
+ // Work out weighting factors and sampling offsets that will let us use bilinear filtering to
+ // simultaneously evaluate the middle 2 samples from the 4x4 grid.
+ vec2 w12 = w1 + w2;
+ vec2 offset12 = w2 / (w1 + w2);
+
+ // Compute the final UV coordinates we'll use for sampling the texture
+ vec2 texPos0 = texPos1 - 1.0f;
+ vec2 texPos3 = texPos1 + 2.0f;
+ vec2 texPos12 = texPos1 + offset12;
+
+ texPos0 /= resolution;
+ texPos3 /= resolution;
+ texPos12 /= resolution;
+
+ vec3 result = vec3(0.0f, 0.0f, 0.0f);
+
+ result += textureLod(stex, vec2(texPos0.x, texPos0.y), 0.0).xyz * w0.x * w0.y;
+ result += textureLod(stex, vec2(texPos12.x, texPos0.y), 0.0).xyz * w12.x * w0.y;
+ result += textureLod(stex, vec2(texPos3.x, texPos0.y), 0.0).xyz * w3.x * w0.y;
+
+ result += textureLod(stex, vec2(texPos0.x, texPos12.y), 0.0).xyz * w0.x * w12.y;
+ result += textureLod(stex, vec2(texPos12.x, texPos12.y), 0.0).xyz * w12.x * w12.y;
+ result += textureLod(stex, vec2(texPos3.x, texPos12.y), 0.0).xyz * w3.x * w12.y;
+
+ result += textureLod(stex, vec2(texPos0.x, texPos3.y), 0.0).xyz * w0.x * w3.y;
+ result += textureLod(stex, vec2(texPos12.x, texPos3.y), 0.0).xyz * w12.x * w3.y;
+ result += textureLod(stex, vec2(texPos3.x, texPos3.y), 0.0).xyz * w3.x * w3.y;
+
+ return max(result, 0.0f);
+}
+
+/*------------------------------------------------------------------------------
+ HISTORY CLIPPING
+------------------------------------------------------------------------------*/
+
+// Based on "Temporal Reprojection Anti-Aliasing" - https://github.com/playdeadgames/temporal
+vec3 clip_aabb(vec3 aabb_min, vec3 aabb_max, vec3 p, vec3 q) {
+ vec3 r = q - p;
+ vec3 rmax = (aabb_max - p.xyz);
+ vec3 rmin = (aabb_min - p.xyz);
+
+ if (r.x > rmax.x + FLT_MIN)
+ r *= (rmax.x / r.x);
+ if (r.y > rmax.y + FLT_MIN)
+ r *= (rmax.y / r.y);
+ if (r.z > rmax.z + FLT_MIN)
+ r *= (rmax.z / r.z);
+
+ if (r.x < rmin.x - FLT_MIN)
+ r *= (rmin.x / r.x);
+ if (r.y < rmin.y - FLT_MIN)
+ r *= (rmin.y / r.y);
+ if (r.z < rmin.z - FLT_MIN)
+ r *= (rmin.z / r.z);
+
+ return p + r;
+}
+
+// Clip history to the neighbourhood of the current sample
+vec3 clip_history_3x3(uvec2 group_pos, vec3 color_history, vec2 velocity_closest) {
+ // Sample a 3x3 neighbourhood
+ vec3 s1 = load_color(group_pos + kOffsets3x3[0]);
+ vec3 s2 = load_color(group_pos + kOffsets3x3[1]);
+ vec3 s3 = load_color(group_pos + kOffsets3x3[2]);
+ vec3 s4 = load_color(group_pos + kOffsets3x3[3]);
+ vec3 s5 = load_color(group_pos + kOffsets3x3[4]);
+ vec3 s6 = load_color(group_pos + kOffsets3x3[5]);
+ vec3 s7 = load_color(group_pos + kOffsets3x3[6]);
+ vec3 s8 = load_color(group_pos + kOffsets3x3[7]);
+ vec3 s9 = load_color(group_pos + kOffsets3x3[8]);
+
+ // Compute min and max (with an adaptive box size, which greatly reduces ghosting)
+ vec3 color_avg = (s1 + s2 + s3 + s4 + s5 + s6 + s7 + s8 + s9) * RPC_9;
+ vec3 color_avg2 = ((s1 * s1) + (s2 * s2) + (s3 * s3) + (s4 * s4) + (s5 * s5) + (s6 * s6) + (s7 * s7) + (s8 * s8) + (s9 * s9)) * RPC_9;
+ float box_size = mix(0.0f, 2.5f, smoothstep(0.02f, 0.0f, length(velocity_closest)));
+ vec3 dev = sqrt(abs(color_avg2 - (color_avg * color_avg))) * box_size;
+ vec3 color_min = color_avg - dev;
+ vec3 color_max = color_avg + dev;
+
+ // Variance clipping
+ vec3 color = clip_aabb(color_min, color_max, clamp(color_avg, color_min, color_max), color_history);
+
+ // Clamp to prevent NaNs
+ color = clamp(color, FLT_MIN, FLT_MAX);
+
+ return color;
+}
+
+/*------------------------------------------------------------------------------
+ TAA
+------------------------------------------------------------------------------*/
+
+const vec3 lumCoeff = vec3(0.299f, 0.587f, 0.114f);
+
+float luminance(vec3 color) {
+ return max(dot(color, lumCoeff), 0.0001f);
+}
+
+float get_factor_disocclusion(vec2 uv_reprojected, vec2 velocity) {
+ vec2 velocity_previous = imageLoad(last_velocity_buffer, ivec2(uv_reprojected * params.resolution)).xy;
+ vec2 velocity_texels = velocity * params.resolution;
+ vec2 prev_velocity_texels = velocity_previous * params.resolution;
+ float disocclusion = length(prev_velocity_texels - velocity_texels) - params.disocclusion_threshold;
+ return clamp(disocclusion * params.disocclusion_scale, 0.0, 1.0);
+}
+
+vec3 temporal_antialiasing(uvec2 pos_group_top_left, uvec2 pos_group, uvec2 pos_screen, vec2 uv, sampler2D tex_history) {
+ // Get the velocity of the current pixel
+ vec2 velocity = imageLoad(velocity_buffer, ivec2(pos_screen)).xy;
+
+ // Get reprojected uv
+ vec2 uv_reprojected = uv - velocity;
+
+ // Get input color
+ vec3 color_input = load_color(pos_group);
+
+ // Get history color (catmull-rom reduces a lot of the blurring that you get under motion)
+ vec3 color_history = sample_catmull_rom_9(tex_history, uv_reprojected, params.resolution).rgb;
+
+ // Clip history to the neighbourhood of the current sample (fixes a lot of the ghosting).
+ vec2 velocity_closest = vec2(0.0); // This is best done by using the velocity with the closest depth.
+ get_closest_pixel_velocity_3x3(pos_group, pos_group_top_left, velocity_closest);
+ color_history = clip_history_3x3(pos_group, color_history, velocity_closest);
+
+ // Compute blend factor
+ float blend_factor = RPC_16; // We want to be able to accumulate as many jitter samples as we generated, that is, 16.
+ {
+ // If re-projected UV is out of screen, converge to current color immediatel
+ float factor_screen = any(lessThan(uv_reprojected, vec2(0.0))) || any(greaterThan(uv_reprojected, vec2(1.0))) ? 1.0 : 0.0;
+
+ // Increase blend factor when there is disocclusion (fixes a lot of the remaining ghosting).
+ float factor_disocclusion = get_factor_disocclusion(uv_reprojected, velocity);
+
+ // Add to the blend factor
+ blend_factor = clamp(blend_factor + factor_screen + factor_disocclusion, 0.0, 1.0);
+ }
+
+ // Resolve
+ vec3 color_resolved = vec3(0.0);
+ {
+ // Tonemap
+ color_history = reinhard(color_history);
+ color_input = reinhard(color_input);
+
+ // Reduce flickering
+ float lum_color = luminance(color_input);
+ float lum_history = luminance(color_history);
+ float diff = abs(lum_color - lum_history) / max(lum_color, max(lum_history, 1.001));
+ diff = 1.0 - diff;
+ diff = diff * diff;
+ blend_factor = mix(0.0, blend_factor, diff);
+
+ // Lerp/blend
+ color_resolved = mix(color_history, color_input, blend_factor);
+
+ // Inverse tonemap
+ color_resolved = reinhard_inverse(color_resolved);
+ }
+
+ return color_resolved;
+}
+
+void main() {
+#ifdef USE_SUBGROUPS
+ populate_group_shared_memory(gl_WorkGroupID.xy, gl_LocalInvocationIndex);
+#endif
+
+ // Out of bounds check
+ if (any(greaterThanEqual(vec2(gl_GlobalInvocationID.xy), params.resolution))) {
+ return;
+ }
+
+#ifdef USE_SUBGROUPS
+ const uvec2 pos_group = gl_LocalInvocationID.xy;
+ const uvec2 pos_group_top_left = gl_WorkGroupID.xy * kGroupSize - kBorderSize;
+#else
+ const uvec2 pos_group = gl_GlobalInvocationID.xy;
+ const uvec2 pos_group_top_left = uvec2(0, 0);
+#endif
+ const uvec2 pos_screen = gl_GlobalInvocationID.xy;
+ const vec2 uv = (gl_GlobalInvocationID.xy + 0.5f) / params.resolution;
+
+ vec3 result = temporal_antialiasing(pos_group_top_left, pos_group, pos_screen, uv, history_buffer);
+ imageStore(output_buffer, ivec2(gl_GlobalInvocationID.xy), vec4(result, 1.0));
+}
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
deleted file mode 100644
index f2010222e5..0000000000
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ /dev/null
@@ -1,703 +0,0 @@
-#[compute]
-
-#version 450
-
-#VERSION_DEFINES
-
-/* Do not use subgroups here, seems there is not much advantage and causes glitches
-#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
-#extension GL_KHR_shader_subgroup_ballot: enable
-#extension GL_KHR_shader_subgroup_arithmetic: enable
-
-#define USE_SUBGROUPS
-#endif
-*/
-
-#if defined(MODE_FOG) || defined(MODE_FILTER)
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-#endif
-
-#if defined(MODE_DENSITY)
-
-layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
-
-#endif
-
-#include "cluster_data_inc.glsl"
-#include "light_data_inc.glsl"
-
-#define M_PI 3.14159265359
-
-layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
-layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
-
-layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
- LightData data[];
-}
-omni_lights;
-
-layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
- LightData data[];
-}
-spot_lights;
-
-layout(set = 0, binding = 5, std140) uniform DirectionalLights {
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
-}
-directional_lights;
-
-layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer {
- uint data[];
-}
-cluster_buffer;
-
-layout(set = 0, binding = 7) uniform sampler linear_sampler;
-
-#ifdef MODE_DENSITY
-layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
-#endif
-
-#ifdef MODE_FOG
-layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
-#endif
-
-#ifdef MODE_FILTER
-layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
-#endif
-
-layout(set = 0, binding = 10) uniform sampler shadow_sampler;
-
-#define MAX_VOXEL_GI_INSTANCES 8
-
-struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
-
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
-
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint mipmaps;
-};
-
-layout(set = 0, binding = 11, std140) uniform VoxelGIs {
- VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
-}
-voxel_gi_instances;
-
-layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
-
-layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
-
-#ifdef ENABLE_SDFGI
-
-// SDFGI Integration on set 1
-#define SDFGI_MAX_CASCADES 8
-
-struct SDFVoxelGICascadeData {
- vec3 position;
- float to_probe;
- ivec3 probe_world_offset;
- float to_cell; // 1/bounds * grid_size
-};
-
-layout(set = 1, binding = 0, std140) uniform SDFGI {
- vec3 grid_size;
- uint max_cascades;
-
- bool use_occlusion;
- int probe_axis_size;
- float probe_to_uvw;
- float normal_bias;
-
- vec3 lightprobe_tex_pixel_size;
- float energy;
-
- vec3 lightprobe_uv_offset;
- float y_mult;
-
- vec3 occlusion_clamp;
- uint pad3;
-
- vec3 occlusion_renormalize;
- uint pad4;
-
- vec3 cascade_probe_size;
- uint pad5;
-
- SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
-}
-sdfgi;
-
-layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
-
-layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
-
-#endif //SDFGI
-
-layout(set = 0, binding = 14, std140) uniform Params {
- vec2 fog_frustum_size_begin;
- vec2 fog_frustum_size_end;
-
- float fog_frustum_end;
- float z_near;
- float z_far;
- int filter_axis;
-
- ivec3 fog_volume_size;
- uint directional_light_count;
-
- vec3 light_color;
- float base_density;
-
- float detail_spread;
- float gi_inject;
- uint max_voxel_gi_instances;
- uint cluster_type_size;
-
- vec2 screen_size;
- uint cluster_shift;
- uint cluster_width;
-
- uint max_cluster_element_count_div_32;
- bool use_temporal_reprojection;
- uint temporal_frame;
- float temporal_blend;
-
- mat3x4 cam_rotation;
- mat4 to_prev_view;
-}
-params;
-
-layout(set = 0, binding = 15) uniform texture3D prev_density_texture;
-
-float get_depth_at_pos(float cell_depth_size, int z) {
- float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
- d = pow(d, params.detail_spread);
- return params.fog_frustum_end * d;
-}
-
-vec3 hash3f(uvec3 x) {
- x = ((x >> 16) ^ x) * 0x45d9f3b;
- x = ((x >> 16) ^ x) * 0x45d9f3b;
- x = (x >> 16) ^ x;
- return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
-}
-
-float get_omni_attenuation(float distance, float inv_range, float decay) {
- float nd = distance * inv_range;
- nd *= nd;
- nd *= nd; // nd^4
- nd = max(1.0 - nd, 0.0);
- nd *= nd; // nd^2
- return nd * pow(max(distance, 0.0001), -decay);
-}
-
-void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
- uint item_min_max = cluster_buffer.data[p_offset];
- item_min = item_min_max & 0xFFFF;
- item_max = item_min_max >> 16;
- ;
-
- item_from = item_min >> 5;
- item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
-}
-
-uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
- int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
- int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
- return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
-}
-
-#define TEMPORAL_FRAMES 16
-
-const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
- vec3(0.5, 0.33333333, 0.2),
- vec3(0.25, 0.66666667, 0.4),
- vec3(0.75, 0.11111111, 0.6),
- vec3(0.125, 0.44444444, 0.8),
- vec3(0.625, 0.77777778, 0.04),
- vec3(0.375, 0.22222222, 0.24),
- vec3(0.875, 0.55555556, 0.44),
- vec3(0.0625, 0.88888889, 0.64),
- vec3(0.5625, 0.03703704, 0.84),
- vec3(0.3125, 0.37037037, 0.08),
- vec3(0.8125, 0.7037037, 0.28),
- vec3(0.1875, 0.14814815, 0.48),
- vec3(0.6875, 0.48148148, 0.68),
- vec3(0.4375, 0.81481481, 0.88),
- vec3(0.9375, 0.25925926, 0.12),
- vec3(0.03125, 0.59259259, 0.32));
-
-void main() {
- vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
-
-#ifdef MODE_DENSITY
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
- if (any(greaterThanEqual(pos, params.fog_volume_size))) {
- return; //do not compute
- }
-
- vec3 posf = vec3(pos);
-
- //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
-
- vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
-
- uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
- uvec2 cluster_pos = screen_pos >> params.cluster_shift;
- uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
- //positions in screen are too spread apart, no hopes for optimizing with subgroups
-
- fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
-
- vec3 view_pos;
- view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
- view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
- view_pos.y = -view_pos.y;
-
- vec4 reprojected_density = vec4(0.0);
- float reproject_amount = 0.0;
-
- if (params.use_temporal_reprojection) {
- vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz;
- //undo transform into prev view
- prev_view.y = -prev_view.y;
- //z back to unit size
- prev_view.z /= -params.fog_frustum_end;
- //xy back to unit size
- prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z));
- prev_view.xy = prev_view.xy * 0.5 + 0.5;
- //z back to unspread value
- prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread);
-
- if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
- //reprojectinon fits
-
- reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0);
- reproject_amount = params.temporal_blend;
-
- // Since we can reproject, now we must jitter the current view pos.
- // This is done here because cells that can't reproject should not jitter.
-
- fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table
-
- screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
- cluster_pos = screen_pos >> params.cluster_shift;
- cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
- //positions in screen are too spread apart, no hopes for optimizing with subgroups
-
- fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
-
- view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
- view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
- view_pos.y = -view_pos.y;
- }
- }
-
- uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0));
-
- vec3 total_light = params.light_color;
-
- float total_density = params.base_density;
- float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
- //compute directional lights
-
- for (uint i = 0; i < params.directional_light_count; i++) {
- vec3 shadow_attenuation = vec3(1.0);
-
- if (directional_lights.data[i].shadow_enabled) {
- float depth_z = -view_pos.z;
-
- vec4 pssm_coord;
- vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
- vec3 light_dir = directional_lights.data[i].direction;
- vec4 v = vec4(view_pos, 1.0);
- float z_range;
-
- if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.x;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.y;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.z;
-
- } else {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.w;
- }
-
- float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
- float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
-
- /*
- //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord);
- float shadow = 0.0;
- for(float xi=-1;xi<=1;xi++) {
- for(float yi=-1;yi<=1;yi++) {
- vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size;
- shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0));
- }
-
- }
-
- shadow /= 3.0 * 3.0;
-
-*/
- shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
-
- shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
- }
-
- total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI;
- }
-
- //compute lights from cluster
-
- { //omni lights
-
- uint cluster_omni_offset = cluster_offset;
-
- uint item_min;
- uint item_max;
- uint item_from;
- uint item_to;
-
- cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
-
-#ifdef USE_SUBGROUPS
- item_from = subgroupBroadcastFirst(subgroupMin(item_from));
- item_to = subgroupBroadcastFirst(subgroupMax(item_to));
-#endif
-
- for (uint i = item_from; i < item_to; i++) {
- uint mask = cluster_buffer.data[cluster_omni_offset + i];
- mask &= cluster_get_range_clip_mask(i, item_min, item_max);
-#ifdef USE_SUBGROUPS
- uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
-#else
- uint merged_mask = mask;
-#endif
-
- while (merged_mask != 0) {
- uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
-#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
- continue;
- }
-#endif
- uint light_index = 32 * i + bit;
-
- //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) {
- // continue; //not masked
- //}
-
- vec3 light_pos = omni_lights.data[light_index].position;
- float d = distance(omni_lights.data[light_index].position, view_pos);
- float shadow_attenuation = 1.0;
-
- if (d * omni_lights.data[light_index].inv_radius < 1.0) {
- float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
-
- vec3 light = omni_lights.data[light_index].color / M_PI;
-
- if (omni_lights.data[light_index].shadow_enabled) {
- //has shadow
- vec4 v = vec4(view_pos, 1.0);
-
- vec4 splane = (omni_lights.data[light_index].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
-
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = omni_lights.data[light_index].atlas_rect;
-
- if (splane.z >= 0.0) {
- splane.z += 1.0;
-
- clamp_rect.y += clamp_rect.w;
-
- } else {
- splane.z = 1.0 - splane.z;
- }
-
- splane.xy /= splane.z;
-
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * omni_lights.data[light_index].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
-
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
-
- shadow_attenuation = exp(min(0.0, (depth - splane.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
- }
- total_light += light * attenuation * shadow_attenuation;
- }
- }
- }
- }
-
- { //spot lights
-
- uint cluster_spot_offset = cluster_offset + params.cluster_type_size;
-
- uint item_min;
- uint item_max;
- uint item_from;
- uint item_to;
-
- cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
-
-#ifdef USE_SUBGROUPS
- item_from = subgroupBroadcastFirst(subgroupMin(item_from));
- item_to = subgroupBroadcastFirst(subgroupMax(item_to));
-#endif
-
- for (uint i = item_from; i < item_to; i++) {
- uint mask = cluster_buffer.data[cluster_spot_offset + i];
- mask &= cluster_get_range_clip_mask(i, item_min, item_max);
-#ifdef USE_SUBGROUPS
- uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
-#else
- uint merged_mask = mask;
-#endif
-
- while (merged_mask != 0) {
- uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
-#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
- continue;
- }
-#endif
-
- //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) {
- // continue; //not masked
- //}
-
- uint light_index = 32 * i + bit;
-
- vec3 light_pos = spot_lights.data[light_index].position;
- vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
- float d = length(light_rel_vec);
- float shadow_attenuation = 1.0;
-
- if (d * spot_lights.data[light_index].inv_radius < 1.0) {
- float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
-
- vec3 spot_dir = spot_lights.data[light_index].direction;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
- attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
-
- vec3 light = spot_lights.data[light_index].color / M_PI;
-
- if (spot_lights.data[light_index].shadow_enabled) {
- //has shadow
- vec4 v = vec4(view_pos, 1.0);
-
- vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
- splane /= splane.w;
-
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
-
- shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
- }
-
- total_light += light * attenuation * shadow_attenuation;
- }
- }
- }
- }
-
- vec3 world_pos = mat3(params.cam_rotation) * view_pos;
-
- for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
- vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz;
-
- //this causes corrupted pixels, i have no idea why..
- if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) {
- position /= voxel_gi_instances.data[i].bounds;
-
- vec4 light = vec4(0.0);
- for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) {
- vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j));
- float a = (1.0 - light.a);
- light += a * slight;
- }
-
- light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
-
- total_light += light.rgb;
- }
- }
-
- //sdfgi
-#ifdef ENABLE_SDFGI
-
- {
- float blend = -1.0;
- vec3 ambient_total = vec3(0.0);
-
- for (uint i = 0; i < sdfgi.max_cascades; i++) {
- vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
-
- if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
- continue; //skip cascade
- }
-
- vec3 base_pos = floor(cascade_pos);
- ivec3 probe_base_pos = ivec3(base_pos);
-
- vec4 ambient_accum = vec4(0.0);
-
- ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
- tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
-
- for (uint j = 0; j < 8; j++) {
- ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
- ivec3 probe_posi = probe_base_pos;
- probe_posi += offset;
-
- // Compute weight
-
- vec3 probe_pos = vec3(probe_posi);
- vec3 probe_to_pos = cascade_pos - probe_pos;
-
- vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
- float weight = trilinear.x * trilinear.y * trilinear.z;
-
- // Compute lightprobe occlusion
-
- if (sdfgi.use_occlusion) {
- ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
- vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
-
- vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
- occ_pos.z += float(i);
- if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
- occ_pos.x += 1.0;
- }
-
- occ_pos *= sdfgi.occlusion_renormalize;
- float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
-
- weight *= max(occlusion, 0.01);
- }
-
- // Compute ambient texture position
-
- ivec3 uvw = tex_pos;
- uvw.xy += offset.xy;
- uvw.x += offset.z * sdfgi.probe_axis_size;
-
- vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
-
- ambient_accum.rgb += ambient * weight;
- ambient_accum.a += weight;
- }
-
- if (ambient_accum.a > 0) {
- ambient_accum.rgb /= ambient_accum.a;
- }
- ambient_total = ambient_accum.rgb;
- break;
- }
-
- total_light += ambient_total * params.gi_inject;
- }
-
-#endif
-
- vec4 final_density = vec4(total_light, total_density);
-
- final_density = mix(final_density, reprojected_density, reproject_amount);
-
- imageStore(density_map, pos, final_density);
-#endif
-
-#ifdef MODE_FOG
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
-
- if (any(greaterThanEqual(pos, params.fog_volume_size))) {
- return; //do not compute
- }
-
- vec4 fog_accum = vec4(0.0);
- float prev_z = 0.0;
-
- float t = 1.0;
-
- for (int i = 0; i < params.fog_volume_size.z; i++) {
- //compute fog position
- ivec3 fog_pos = pos + ivec3(0, 0, i);
- //get fog value
- vec4 fog = imageLoad(density_map, fog_pos);
-
- //get depth at cell pos
- float z = get_depth_at_pos(fog_cell_size.z, i);
- //get distance from previous pos
- float d = abs(prev_z - z);
- //compute exinction based on beer's
- float extinction = t * exp(-d * fog.a);
- //compute alpha based on different of extinctions
- float alpha = t - extinction;
- //update extinction
- t = extinction;
-
- fog_accum += vec4(fog.rgb * alpha, alpha);
- prev_z = z;
-
- vec4 fog_value;
-
- if (fog_accum.a > 0.0) {
- fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t);
- } else {
- fog_value = vec4(0.0);
- }
-
- imageStore(fog_map, fog_pos, fog_value);
- }
-
-#endif
-
-#ifdef MODE_FILTER
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
-
- const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
-
- const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
- ivec3 offset = filter_dir[params.filter_axis];
-
- vec4 accum = vec4(0.0);
- for (int i = -3; i <= 3; i++) {
- accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
- }
-
- imageStore(dest_map, pos, accum);
-
-#endif
-}
diff --git a/servers/rendering/renderer_rd/storage_rd/SCsub b/servers/rendering/renderer_rd/storage_rd/SCsub
new file mode 100644
index 0000000000..86681f9c74
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.servers_sources, "*.cpp")
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
new file mode 100644
index 0000000000..882afdfa54
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -0,0 +1,810 @@
+/*************************************************************************/
+/* light_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "light_storage.h"
+#include "core/config/project_settings.h"
+#include "texture_storage.h"
+
+using namespace RendererRD;
+
+LightStorage *LightStorage::singleton = nullptr;
+
+LightStorage *LightStorage::get_singleton() {
+ return singleton;
+}
+
+LightStorage::LightStorage() {
+ singleton = this;
+
+ TextureStorage *texture_storage = TextureStorage::get_singleton();
+
+ using_lightmap_array = true; // high end
+ if (using_lightmap_array) {
+ uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
+
+ if (textures_per_stage <= 256) {
+ lightmap_textures.resize(32);
+ } else {
+ lightmap_textures.resize(1024);
+ }
+
+ for (int i = 0; i < lightmap_textures.size(); i++) {
+ lightmap_textures.write[i] = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ }
+ }
+
+ lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
+}
+
+LightStorage::~LightStorage() {
+ singleton = nullptr;
+}
+
+/* LIGHT */
+
+void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
+ Light light;
+ light.type = p_type;
+
+ light.param[RS::LIGHT_PARAM_ENERGY] = 1.0;
+ light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
+ light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
+ light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
+ light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
+ light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0;
+ light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
+ light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
+ light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
+ light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
+ light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
+ light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
+ light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
+ light.param[RS::LIGHT_PARAM_SHADOW_OPACITY] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
+ light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
+ light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
+
+ light_owner.initialize_rid(p_light, light);
+}
+
+RID LightStorage::directional_light_allocate() {
+ return light_owner.allocate_rid();
+}
+
+void LightStorage::directional_light_initialize(RID p_light) {
+ _light_initialize(p_light, RS::LIGHT_DIRECTIONAL);
+}
+
+RID LightStorage::omni_light_allocate() {
+ return light_owner.allocate_rid();
+}
+
+void LightStorage::omni_light_initialize(RID p_light) {
+ _light_initialize(p_light, RS::LIGHT_OMNI);
+}
+
+RID LightStorage::spot_light_allocate() {
+ return light_owner.allocate_rid();
+}
+
+void LightStorage::spot_light_initialize(RID p_light) {
+ _light_initialize(p_light, RS::LIGHT_SPOT);
+}
+
+void LightStorage::light_free(RID p_rid) {
+ light_set_projector(p_rid, RID()); //clear projector
+
+ // delete the texture
+ Light *light = light_owner.get_or_null(p_rid);
+ light->dependency.deleted_notify(p_rid);
+ light_owner.free(p_rid);
+}
+
+void LightStorage::light_set_color(RID p_light, const Color &p_color) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->color = p_color;
+}
+
+void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+ ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX);
+
+ if (light->param[p_param] == p_value) {
+ return;
+ }
+
+ switch (p_param) {
+ case RS::LIGHT_PARAM_RANGE:
+ case RS::LIGHT_PARAM_SPOT_ANGLE:
+ case RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
+ case RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
+ case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
+ case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
+ case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
+ case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
+ case RS::LIGHT_PARAM_SHADOW_BIAS: {
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+ } break;
+ case RS::LIGHT_PARAM_SIZE: {
+ if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) {
+ //changing from no size to size and the opposite
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
+ }
+ } break;
+ default: {
+ }
+ }
+
+ light->param[p_param] = p_value;
+}
+
+void LightStorage::light_set_shadow(RID p_light, bool p_enabled) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+ light->shadow = p_enabled;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_set_projector(RID p_light, RID p_texture) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ if (light->projector == p_texture) {
+ return;
+ }
+
+ if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) {
+ texture_storage->texture_remove_from_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
+ }
+
+ light->projector = p_texture;
+
+ if (light->type != RS::LIGHT_DIRECTIONAL) {
+ if (light->projector.is_valid()) {
+ texture_storage->texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
+ }
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
+ }
+}
+
+void LightStorage::light_set_negative(RID p_light, bool p_enable) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->negative = p_enable;
+}
+
+void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->cull_mask = p_mask;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->distance_fade = p_enabled;
+ light->distance_fade_begin = p_begin;
+ light->distance_fade_shadow = p_shadow;
+ light->distance_fade_length = p_length;
+}
+
+void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->reverse_cull = p_enabled;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->bake_mode = p_bake_mode;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->max_sdfgi_cascade = p_cascade;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->omni_shadow_mode = p_mode;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_OMNI_SHADOW_CUBE);
+
+ return light->omni_shadow_mode;
+}
+
+void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_shadow_mode = p_mode;
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_blend_splits = p_enable;
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+bool LightStorage::light_directional_get_blend_splits(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, false);
+
+ return light->directional_blend_splits;
+}
+
+void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_sky_mode = p_mode;
+}
+
+RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
+
+ return light->directional_sky_mode;
+}
+
+RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
+
+ return light->directional_shadow_mode;
+}
+
+uint32_t LightStorage::light_get_max_sdfgi_cascade(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0);
+
+ return light->max_sdfgi_cascade;
+}
+
+RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_BAKE_DISABLED);
+
+ return light->bake_mode;
+}
+
+uint64_t LightStorage::light_get_version(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0);
+
+ return light->version;
+}
+
+AABB LightStorage::light_get_aabb(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, AABB());
+
+ switch (light->type) {
+ case RS::LIGHT_SPOT: {
+ float len = light->param[RS::LIGHT_PARAM_RANGE];
+ float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
+ return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
+ };
+ case RS::LIGHT_OMNI: {
+ float r = light->param[RS::LIGHT_PARAM_RANGE];
+ return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
+ };
+ case RS::LIGHT_DIRECTIONAL: {
+ return AABB();
+ };
+ }
+
+ ERR_FAIL_V(AABB());
+}
+
+Dependency *LightStorage::light_get_dependency(RID p_light) const {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_NULL_V(light, nullptr);
+
+ return &light->dependency;
+}
+
+/* REFLECTION PROBE */
+
+RID LightStorage::reflection_probe_allocate() {
+ return reflection_probe_owner.allocate_rid();
+}
+
+void LightStorage::reflection_probe_initialize(RID p_reflection_probe) {
+ reflection_probe_owner.initialize_rid(p_reflection_probe, ReflectionProbe());
+}
+
+void LightStorage::reflection_probe_free(RID p_rid) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
+ reflection_probe->dependency.deleted_notify(p_rid);
+ reflection_probe_owner.free(p_rid);
+};
+
+void LightStorage::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->update_mode = p_mode;
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+}
+
+void LightStorage::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->intensity = p_intensity;
+}
+
+void LightStorage::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->ambient_mode = p_mode;
+}
+
+void LightStorage::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->ambient_color = p_color;
+}
+
+void LightStorage::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->ambient_color_energy = p_energy;
+}
+
+void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->max_distance = p_distance;
+
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+}
+
+void LightStorage::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ if (reflection_probe->extents == p_extents) {
+ return;
+ }
+ reflection_probe->extents = p_extents;
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+}
+
+void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->origin_offset = p_offset;
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+}
+
+void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->interior = p_enable;
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+}
+
+void LightStorage::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->box_projection = p_enable;
+}
+
+void LightStorage::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->enable_shadows = p_enable;
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+}
+
+void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->cull_mask = p_layers;
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+}
+
+void LightStorage::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+ ERR_FAIL_COND(p_resolution < 32);
+
+ reflection_probe->resolution = p_resolution;
+}
+
+void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->mesh_lod_threshold = p_ratio;
+
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+}
+
+AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, AABB());
+
+ AABB aabb;
+ aabb.position = -reflection_probe->extents;
+ aabb.size = reflection_probe->extents * 2.0;
+
+ return aabb;
+}
+
+RS::ReflectionProbeUpdateMode LightStorage::reflection_probe_get_update_mode(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_UPDATE_ALWAYS);
+
+ return reflection_probe->update_mode;
+}
+
+uint32_t LightStorage::reflection_probe_get_cull_mask(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->cull_mask;
+}
+
+Vector3 LightStorage::reflection_probe_get_extents(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, Vector3());
+
+ return reflection_probe->extents;
+}
+
+Vector3 LightStorage::reflection_probe_get_origin_offset(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, Vector3());
+
+ return reflection_probe->origin_offset;
+}
+
+bool LightStorage::reflection_probe_renders_shadows(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, false);
+
+ return reflection_probe->enable_shadows;
+}
+
+float LightStorage::reflection_probe_get_origin_max_distance(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->max_distance;
+}
+
+float LightStorage::reflection_probe_get_mesh_lod_threshold(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->mesh_lod_threshold;
+}
+
+int LightStorage::reflection_probe_get_resolution(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->resolution;
+}
+
+float LightStorage::reflection_probe_get_intensity(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->intensity;
+}
+
+bool LightStorage::reflection_probe_is_interior(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, false);
+
+ return reflection_probe->interior;
+}
+
+bool LightStorage::reflection_probe_is_box_projection(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, false);
+
+ return reflection_probe->box_projection;
+}
+
+RS::ReflectionProbeAmbientMode LightStorage::reflection_probe_get_ambient_mode(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_AMBIENT_DISABLED);
+ return reflection_probe->ambient_mode;
+}
+
+Color LightStorage::reflection_probe_get_ambient_color(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, Color());
+
+ return reflection_probe->ambient_color;
+}
+float LightStorage::reflection_probe_get_ambient_color_energy(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->ambient_color_energy;
+}
+
+Dependency *LightStorage::reflection_probe_get_dependency(RID p_probe) const {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_NULL_V(reflection_probe, nullptr);
+
+ return &reflection_probe->dependency;
+}
+
+/* LIGHTMAP API */
+
+RID LightStorage::lightmap_allocate() {
+ return lightmap_owner.allocate_rid();
+}
+
+void LightStorage::lightmap_initialize(RID p_lightmap) {
+ lightmap_owner.initialize_rid(p_lightmap, Lightmap());
+}
+
+void LightStorage::lightmap_free(RID p_rid) {
+ lightmap_set_textures(p_rid, RID(), false);
+ Lightmap *lightmap = lightmap_owner.get_or_null(p_rid);
+ lightmap->dependency.deleted_notify(p_rid);
+ lightmap_owner.free(p_rid);
+}
+
+void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND(!lm);
+
+ lightmap_array_version++;
+
+ //erase lightmap users
+ if (lm->light_texture.is_valid()) {
+ RendererRD::TextureStorage::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(lm->light_texture);
+ if (t) {
+ t->lightmap_users.erase(p_lightmap);
+ }
+ }
+
+ RendererRD::TextureStorage::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(p_light);
+ lm->light_texture = p_light;
+ lm->uses_spherical_harmonics = p_uses_spherical_haromics;
+
+ RID default_2d_array = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ if (!t) {
+ if (using_lightmap_array) {
+ if (lm->array_index >= 0) {
+ lightmap_textures.write[lm->array_index] = default_2d_array;
+ lm->array_index = -1;
+ }
+ }
+
+ return;
+ }
+
+ t->lightmap_users.insert(p_lightmap);
+
+ if (using_lightmap_array) {
+ if (lm->array_index < 0) {
+ //not in array, try to put in array
+ for (int i = 0; i < lightmap_textures.size(); i++) {
+ if (lightmap_textures[i] == default_2d_array) {
+ lm->array_index = i;
+ break;
+ }
+ }
+ }
+ ERR_FAIL_COND_MSG(lm->array_index < 0, "Maximum amount of lightmaps in use (" + itos(lightmap_textures.size()) + ") has been exceeded, lightmap will nod display properly.");
+
+ lightmap_textures.write[lm->array_index] = t->rd_texture;
+ }
+}
+
+void LightStorage::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND(!lm);
+ lm->bounds = p_bounds;
+}
+
+void LightStorage::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND(!lm);
+ lm->interior = p_interior;
+}
+
+void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND(!lm);
+
+ if (p_points.size()) {
+ ERR_FAIL_COND(p_points.size() * 9 != p_point_sh.size());
+ ERR_FAIL_COND((p_tetrahedra.size() % 4) != 0);
+ ERR_FAIL_COND((p_bsp_tree.size() % 6) != 0);
+ }
+
+ lm->points = p_points;
+ lm->bsp_tree = p_bsp_tree;
+ lm->point_sh = p_point_sh;
+ lm->tetrahedra = p_tetrahedra;
+}
+
+PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND_V(!lm, PackedVector3Array());
+
+ return lm->points;
+}
+
+PackedColorArray LightStorage::lightmap_get_probe_capture_sh(RID p_lightmap) const {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND_V(!lm, PackedColorArray());
+ return lm->point_sh;
+}
+
+PackedInt32Array LightStorage::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND_V(!lm, PackedInt32Array());
+ return lm->tetrahedra;
+}
+
+PackedInt32Array LightStorage::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND_V(!lm, PackedInt32Array());
+ return lm->bsp_tree;
+}
+
+void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) {
+ lightmap_probe_capture_update_speed = p_speed;
+}
+
+Dependency *LightStorage::lightmap_get_dependency(RID p_lightmap) const {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_NULL_V(lm, nullptr);
+
+ return &lm->dependency;
+}
+
+void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND(!lm);
+
+ for (int i = 0; i < 9; i++) {
+ r_sh[i] = Color(0, 0, 0, 0);
+ }
+
+ if (!lm->points.size() || !lm->bsp_tree.size() || !lm->tetrahedra.size()) {
+ return;
+ }
+
+ static_assert(sizeof(Lightmap::BSP) == 24);
+
+ const Lightmap::BSP *bsp = (const Lightmap::BSP *)lm->bsp_tree.ptr();
+ int32_t node = 0;
+ while (node >= 0) {
+ if (Plane(bsp[node].plane[0], bsp[node].plane[1], bsp[node].plane[2], bsp[node].plane[3]).is_point_over(p_point)) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(bsp[node].over >= 0 && bsp[node].over < node);
+#endif
+
+ node = bsp[node].over;
+ } else {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(bsp[node].under >= 0 && bsp[node].under < node);
+#endif
+ node = bsp[node].under;
+ }
+ }
+
+ if (node == Lightmap::BSP::EMPTY_LEAF) {
+ return; //nothing could be done
+ }
+
+ node = ABS(node) - 1;
+
+ uint32_t *tetrahedron = (uint32_t *)&lm->tetrahedra[node * 4];
+ Vector3 points[4] = { lm->points[tetrahedron[0]], lm->points[tetrahedron[1]], lm->points[tetrahedron[2]], lm->points[tetrahedron[3]] };
+ const Color *sh_colors[4]{ &lm->point_sh[tetrahedron[0] * 9], &lm->point_sh[tetrahedron[1] * 9], &lm->point_sh[tetrahedron[2] * 9], &lm->point_sh[tetrahedron[3] * 9] };
+ Color barycentric = Geometry3D::tetrahedron_get_barycentric_coords(points[0], points[1], points[2], points[3], p_point);
+
+ for (int i = 0; i < 4; i++) {
+ float c = CLAMP(barycentric[i], 0.0, 1.0);
+ for (int j = 0; j < 9; j++) {
+ r_sh[j] += sh_colors[i][j] * c;
+ }
+ }
+}
+
+bool LightStorage::lightmap_is_interior(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND_V(!lm, false);
+ return lm->interior;
+}
+
+AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND_V(!lm, AABB());
+ return lm->bounds;
+}
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h
new file mode 100644
index 0000000000..3e3246e8e9
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h
@@ -0,0 +1,368 @@
+/*************************************************************************/
+/* light_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef LIGHT_STORAGE_RD_H
+#define LIGHT_STORAGE_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/storage/light_storage.h"
+#include "servers/rendering/storage/utilities.h"
+
+namespace RendererRD {
+
+class LightStorage : public RendererLightStorage {
+private:
+ static LightStorage *singleton;
+
+ /* LIGHT */
+ struct Light {
+ RS::LightType type;
+ float param[RS::LIGHT_PARAM_MAX];
+ Color color = Color(1, 1, 1, 1);
+ RID projector;
+ bool shadow = false;
+ bool negative = false;
+ bool reverse_cull = false;
+ RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
+ uint32_t max_sdfgi_cascade = 2;
+ uint32_t cull_mask = 0xFFFFFFFF;
+ bool distance_fade = false;
+ real_t distance_fade_begin = 40.0;
+ real_t distance_fade_shadow = 50.0;
+ real_t distance_fade_length = 10.0;
+ RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
+ RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
+ bool directional_blend_splits = false;
+ RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
+ uint64_t version = 0;
+
+ Dependency dependency;
+ };
+
+ mutable RID_Owner<Light, true> light_owner;
+
+ /* REFLECTION PROBE */
+
+ struct ReflectionProbe {
+ RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
+ int resolution = 256;
+ float intensity = 1.0;
+ RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
+ Color ambient_color;
+ float ambient_color_energy = 1.0;
+ float max_distance = 0;
+ Vector3 extents = Vector3(1, 1, 1);
+ Vector3 origin_offset;
+ bool interior = false;
+ bool box_projection = false;
+ bool enable_shadows = false;
+ uint32_t cull_mask = (1 << 20) - 1;
+ float mesh_lod_threshold = 0.01;
+
+ Dependency dependency;
+ };
+ mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
+
+ /* LIGHTMAP */
+
+ struct Lightmap {
+ RID light_texture;
+ bool uses_spherical_harmonics = false;
+ bool interior = false;
+ AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
+ int32_t array_index = -1; //unassigned
+ PackedVector3Array points;
+ PackedColorArray point_sh;
+ PackedInt32Array tetrahedra;
+ PackedInt32Array bsp_tree;
+
+ struct BSP {
+ static const int32_t EMPTY_LEAF = INT32_MIN;
+ float plane[4];
+ int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
+ };
+
+ Dependency dependency;
+ };
+
+ bool using_lightmap_array;
+ Vector<RID> lightmap_textures;
+ uint64_t lightmap_array_version = 0;
+ float lightmap_probe_capture_update_speed = 4;
+
+ mutable RID_Owner<Lightmap, true> lightmap_owner;
+
+public:
+ static LightStorage *get_singleton();
+
+ LightStorage();
+ virtual ~LightStorage();
+
+ /* LIGHT */
+
+ bool owns_light(RID p_rid) { return light_owner.owns(p_rid); };
+
+ void _light_initialize(RID p_rid, RS::LightType p_type);
+
+ virtual RID directional_light_allocate() override;
+ virtual void directional_light_initialize(RID p_light) override;
+
+ virtual RID omni_light_allocate() override;
+ virtual void omni_light_initialize(RID p_light) override;
+
+ virtual RID spot_light_allocate() override;
+ virtual void spot_light_initialize(RID p_light) override;
+
+ virtual void light_free(RID p_rid) override;
+
+ virtual void light_set_color(RID p_light, const Color &p_color) override;
+ virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override;
+ virtual void light_set_shadow(RID p_light, bool p_enabled) override;
+ virtual void light_set_projector(RID p_light, RID p_texture) override;
+ virtual void light_set_negative(RID p_light, bool p_enable) override;
+ virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) override;
+ virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override;
+ virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override;
+ virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override;
+ virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override;
+
+ virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override;
+
+ virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
+ virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
+ virtual bool light_directional_get_blend_splits(RID p_light) const override;
+ virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override;
+ virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override;
+
+ virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
+ virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
+
+ virtual RS::LightType light_get_type(RID p_light) const override {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light->type;
+ }
+ virtual AABB light_get_aabb(RID p_light) const override;
+
+ virtual float light_get_param(RID p_light, RS::LightParam p_param) override {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0);
+
+ return light->param[p_param];
+ }
+
+ _FORCE_INLINE_ RID light_get_projector(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RID());
+
+ return light->projector;
+ }
+
+ virtual Color light_get_color(RID p_light) override {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, Color());
+
+ return light->color;
+ }
+
+ _FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0);
+
+ return light->cull_mask;
+ }
+
+ _FORCE_INLINE_ bool light_is_distance_fade_enabled(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade;
+ }
+
+ _FORCE_INLINE_ float light_get_distance_fade_begin(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade_begin;
+ }
+
+ _FORCE_INLINE_ float light_get_distance_fade_shadow(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade_shadow;
+ }
+
+ _FORCE_INLINE_ float light_get_distance_fade_length(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade_length;
+ }
+
+ virtual bool light_has_shadow(RID p_light) const override {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light->shadow;
+ }
+
+ virtual bool light_has_projector(RID p_light) const override {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light_owner.owns(light->projector);
+ }
+
+ _FORCE_INLINE_ bool light_is_negative(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light->negative;
+ }
+
+ _FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0.0);
+
+ return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
+ }
+
+ _FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0.0);
+
+ return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
+ }
+
+ virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override;
+ virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override;
+ virtual uint64_t light_get_version(RID p_light) const override;
+
+ Dependency *light_get_dependency(RID p_light) const;
+
+ /* REFLECTION PROBE */
+
+ bool owns_reflection_probe(RID p_rid) { return reflection_probe_owner.owns(p_rid); };
+
+ virtual RID reflection_probe_allocate() override;
+ virtual void reflection_probe_initialize(RID p_reflection_probe) override;
+ virtual void reflection_probe_free(RID p_rid) override;
+
+ virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override;
+ virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) override;
+ virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override;
+ virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override;
+ virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override;
+ virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override;
+ virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override;
+ virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override;
+ virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override;
+ virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override;
+ virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
+ virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
+ virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
+ virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
+
+ virtual AABB reflection_probe_get_aabb(RID p_probe) const override;
+ virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
+ virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
+ virtual Vector3 reflection_probe_get_extents(RID p_probe) const override;
+ virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override;
+ virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override;
+ virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
+
+ int reflection_probe_get_resolution(RID p_probe) const;
+ virtual bool reflection_probe_renders_shadows(RID p_probe) const override;
+
+ float reflection_probe_get_intensity(RID p_probe) const;
+ bool reflection_probe_is_interior(RID p_probe) const;
+ bool reflection_probe_is_box_projection(RID p_probe) const;
+ RS::ReflectionProbeAmbientMode reflection_probe_get_ambient_mode(RID p_probe) const;
+ Color reflection_probe_get_ambient_color(RID p_probe) const;
+ float reflection_probe_get_ambient_color_energy(RID p_probe) const;
+
+ Dependency *reflection_probe_get_dependency(RID p_probe) const;
+
+ /* LIGHTMAP */
+
+ bool owns_lightmap(RID p_rid) { return lightmap_owner.owns(p_rid); };
+
+ virtual RID lightmap_allocate() override;
+ virtual void lightmap_initialize(RID p_lightmap) override;
+ virtual void lightmap_free(RID p_rid) override;
+
+ virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override;
+ virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
+ virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
+ virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override;
+ virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
+ virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
+ virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
+ virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override;
+ virtual AABB lightmap_get_aabb(RID p_lightmap) const override;
+ virtual bool lightmap_is_interior(RID p_lightmap) const override;
+ virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
+ virtual void lightmap_set_probe_capture_update_speed(float p_speed) override;
+
+ Dependency *lightmap_get_dependency(RID p_lightmap) const;
+
+ virtual float lightmap_get_probe_capture_update_speed() const override {
+ return lightmap_probe_capture_update_speed;
+ }
+ _FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND_V(!lm, RID());
+ return lm->light_texture;
+ }
+ _FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
+ ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ return lm->array_index;
+ }
+ _FORCE_INLINE_ bool lightmap_uses_spherical_harmonics(RID p_lightmap) const {
+ ERR_FAIL_COND_V(!using_lightmap_array, false); //only for arrays
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ return lm->uses_spherical_harmonics;
+ }
+ _FORCE_INLINE_ uint64_t lightmap_array_get_version() const {
+ ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
+ return lightmap_array_version;
+ }
+
+ _FORCE_INLINE_ int lightmap_array_get_size() const {
+ ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
+ return lightmap_textures.size();
+ }
+
+ _FORCE_INLINE_ const Vector<RID> &lightmap_array_get_textures() const {
+ ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays
+ return lightmap_textures;
+ }
+};
+
+} // namespace RendererRD
+
+#endif // LIGHT_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
new file mode 100644
index 0000000000..41dd1ccc40
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -0,0 +1,2704 @@
+/*************************************************************************/
+/* material_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "material_storage.h"
+#include "core/config/engine.h"
+#include "core/config/project_settings.h"
+#include "core/io/resource_loader.h"
+#include "texture_storage.h"
+
+using namespace RendererRD;
+
+///////////////////////////////////////////////////////////////////////////
+// UBI helper functions
+
+_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) {
+ switch (type) {
+ case ShaderLanguage::TYPE_BOOL: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ const PackedInt32Array &ba = value;
+ int s = ba.size();
+ const int *r = ba.ptr();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = (r[i] != 0) ? 1 : 0;
+ } else {
+ gui[j] = 0;
+ }
+ gui[j + 1] = 0; // ignored
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ bool v = value;
+ gui[0] = v ? 1 : 0;
+ }
+ } break;
+ case ShaderLanguage::TYPE_BVEC2: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ const PackedInt32Array &ba = value;
+ int s = ba.size();
+ const int *r = ba.ptr();
+ int count = 2 * p_array_size;
+
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
+ if (i < s) {
+ gui[j] = r[i] ? 1 : 0;
+ gui[j + 1] = r[i + 1] ? 1 : 0;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ int v = value;
+ gui[0] = v & 1 ? 1 : 0;
+ gui[1] = v & 2 ? 1 : 0;
+ }
+ } break;
+ case ShaderLanguage::TYPE_BVEC3: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ const PackedInt32Array &ba = value;
+ int s = ba.size();
+ const int *r = ba.ptr();
+ int count = 3 * p_array_size;
+
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
+ if (i < s) {
+ gui[j] = r[i] ? 1 : 0;
+ gui[j + 1] = r[i + 1] ? 1 : 0;
+ gui[j + 2] = r[i + 2] ? 1 : 0;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ int v = value;
+ gui[0] = (v & 1) ? 1 : 0;
+ gui[1] = (v & 2) ? 1 : 0;
+ gui[2] = (v & 4) ? 1 : 0;
+ }
+ } break;
+ case ShaderLanguage::TYPE_BVEC4: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ const PackedInt32Array &ba = value;
+ int s = ba.size();
+ const int *r = ba.ptr();
+ int count = 4 * p_array_size;
+
+ for (int i = 0; i < count; i += 4) {
+ if (i < s) {
+ gui[i] = r[i] ? 1 : 0;
+ gui[i + 1] = r[i + 1] ? 1 : 0;
+ gui[i + 2] = r[i + 2] ? 1 : 0;
+ gui[i + 3] = r[i + 3] ? 1 : 0;
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ } else {
+ int v = value;
+ gui[0] = (v & 1) ? 1 : 0;
+ gui[1] = (v & 2) ? 1 : 0;
+ gui[2] = (v & 4) ? 1 : 0;
+ gui[3] = (v & 8) ? 1 : 0;
+ }
+ } break;
+ case ShaderLanguage::TYPE_INT: {
+ int32_t *gui = (int32_t *)data;
+
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ const int *r = iv.ptr();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ } else {
+ gui[j] = 0;
+ }
+ gui[j + 1] = 0; // ignored
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ int v = value;
+ gui[0] = v;
+ }
+ } break;
+ case ShaderLanguage::TYPE_IVEC2: {
+ int32_t *gui = (int32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 2 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector2i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ }
+ } break;
+ case ShaderLanguage::TYPE_IVEC3: {
+ int32_t *gui = (int32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 3 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ gui[j + 2] = r[i + 2];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector3i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ }
+ } break;
+ case ShaderLanguage::TYPE_IVEC4: {
+ int32_t *gui = (int32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 4 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0; i < count; i += 4) {
+ if (i < s) {
+ gui[i] = r[i];
+ gui[i + 1] = r[i + 1];
+ gui[i + 2] = r[i + 2];
+ gui[i + 3] = r[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ } else {
+ Vector4i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UINT: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ const int *r = iv.ptr();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ } else {
+ gui[j] = 0;
+ }
+ gui[j + 1] = 0; // ignored
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ int v = value;
+ gui[0] = v;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC2: {
+ uint32_t *gui = (uint32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 2 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector2i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC3: {
+ uint32_t *gui = (uint32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 3 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ gui[j + 2] = r[i + 2];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector3i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC4: {
+ uint32_t *gui = (uint32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 4 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0; i < count; i++) {
+ if (i < s) {
+ gui[i] = r[i];
+ gui[i + 1] = r[i + 1];
+ gui[i + 2] = r[i + 2];
+ gui[i + 3] = r[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ } else {
+ Vector4i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
+ }
+ } break;
+ case ShaderLanguage::TYPE_FLOAT: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ if (p_array_size > 0) {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = a[i];
+ } else {
+ gui[j] = 0;
+ }
+ gui[j + 1] = 0; // ignored
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ float v = value;
+ gui[0] = v;
+ }
+ } break;
+ case ShaderLanguage::TYPE_VEC2: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ if (p_array_size > 0) {
+ const PackedVector2Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = a[i].x;
+ gui[j + 1] = a[i].y;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector2 v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ }
+ } break;
+ case ShaderLanguage::TYPE_VEC3: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ if (p_array_size > 0) {
+ if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
+ const PackedColorArray &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ Color color = a[i];
+ if (p_linear_color) {
+ color = color.srgb_to_linear();
+ }
+ gui[j] = color.r;
+ gui[j + 1] = color.g;
+ gui[j + 2] = color.b;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ const PackedVector3Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = a[i].x;
+ gui[j + 1] = a[i].y;
+ gui[j + 2] = a[i].z;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ }
+ } else {
+ if (value.get_type() == Variant::COLOR) {
+ Color v = value;
+
+ if (p_linear_color) {
+ v = v.srgb_to_linear();
+ }
+
+ gui[0] = v.r;
+ gui[1] = v.g;
+ gui[2] = v.b;
+ } else {
+ Vector3 v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ }
+ }
+ } break;
+ case ShaderLanguage::TYPE_VEC4: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ if (p_array_size > 0) {
+ if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
+ const PackedColorArray &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ Color color = a[i];
+ if (p_linear_color) {
+ color = color.srgb_to_linear();
+ }
+ gui[j] = color.r;
+ gui[j + 1] = color.g;
+ gui[j + 2] = color.b;
+ gui[j + 3] = color.a;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ gui[j + 3] = 0;
+ }
+ }
+ } else {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+ int count = 4 * p_array_size;
+
+ for (int i = 0; i < count; i += 4) {
+ if (i + 3 < s) {
+ gui[i] = a[i];
+ gui[i + 1] = a[i + 1];
+ gui[i + 2] = a[i + 2];
+ gui[i + 3] = a[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ }
+ } else {
+ if (value.get_type() == Variant::COLOR) {
+ Color v = value;
+
+ if (p_linear_color) {
+ v = v.srgb_to_linear();
+ }
+
+ gui[0] = v.r;
+ gui[1] = v.g;
+ gui[2] = v.b;
+ gui[3] = v.a;
+ } else if (value.get_type() == Variant::RECT2) {
+ Rect2 v = value;
+
+ gui[0] = v.position.x;
+ gui[1] = v.position.y;
+ gui[2] = v.size.x;
+ gui[3] = v.size.y;
+ } else if (value.get_type() == Variant::QUATERNION) {
+ Quaternion v = value;
+
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
+ } else if (value.get_type() == Variant::PLANE) {
+ Plane v = value;
+
+ gui[0] = v.normal.x;
+ gui[1] = v.normal.y;
+ gui[2] = v.normal.z;
+ gui[3] = v.d;
+ } else {
+ Vector4 v = value;
+
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
+ }
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT2: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ if (p_array_size > 0) {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
+ if (i + 3 < s) {
+ gui[j] = a[i];
+ gui[j + 1] = a[i + 1];
+
+ gui[j + 4] = a[i + 2];
+ gui[j + 5] = a[i + 3];
+ } else {
+ gui[j] = 1;
+ gui[j + 1] = 0;
+
+ gui[j + 4] = 0;
+ gui[j + 5] = 1;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ gui[j + 6] = 0; // ignored
+ gui[j + 7] = 0; // ignored
+ }
+ } else {
+ Transform2D v = value;
+
+ //in std140 members of mat2 are treated as vec4s
+ gui[0] = v.columns[0][0];
+ gui[1] = v.columns[0][1];
+ gui[2] = 0; // ignored
+ gui[3] = 0; // ignored
+
+ gui[4] = v.columns[1][0];
+ gui[5] = v.columns[1][1];
+ gui[6] = 0; // ignored
+ gui[7] = 0; // ignored
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT3: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ if (p_array_size > 0) {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {
+ if (i + 8 < s) {
+ gui[j] = a[i];
+ gui[j + 1] = a[i + 1];
+ gui[j + 2] = a[i + 2];
+
+ gui[j + 4] = a[i + 3];
+ gui[j + 5] = a[i + 4];
+ gui[j + 6] = a[i + 5];
+
+ gui[j + 8] = a[i + 6];
+ gui[j + 9] = a[i + 7];
+ gui[j + 10] = a[i + 8];
+ } else {
+ gui[j] = 1;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+
+ gui[j + 4] = 0;
+ gui[j + 5] = 1;
+ gui[j + 6] = 0;
+
+ gui[j + 8] = 0;
+ gui[j + 9] = 0;
+ gui[j + 10] = 1;
+ }
+ gui[j + 3] = 0; // ignored
+ gui[j + 7] = 0; // ignored
+ gui[j + 11] = 0; // ignored
+ }
+ } else {
+ Basis v = value;
+ gui[0] = v.rows[0][0];
+ gui[1] = v.rows[1][0];
+ gui[2] = v.rows[2][0];
+ gui[3] = 0; // ignored
+
+ gui[4] = v.rows[0][1];
+ gui[5] = v.rows[1][1];
+ gui[6] = v.rows[2][1];
+ gui[7] = 0; // ignored
+
+ gui[8] = v.rows[0][2];
+ gui[9] = v.rows[1][2];
+ gui[10] = v.rows[2][2];
+ gui[11] = 0; // ignored
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT4: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ if (p_array_size > 0) {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+
+ for (int i = 0; i < p_array_size * 16; i += 16) {
+ if (i + 15 < s) {
+ gui[i] = a[i];
+ gui[i + 1] = a[i + 1];
+ gui[i + 2] = a[i + 2];
+ gui[i + 3] = a[i + 3];
+
+ gui[i + 4] = a[i + 4];
+ gui[i + 5] = a[i + 5];
+ gui[i + 6] = a[i + 6];
+ gui[i + 7] = a[i + 7];
+
+ gui[i + 8] = a[i + 8];
+ gui[i + 9] = a[i + 9];
+ gui[i + 10] = a[i + 10];
+ gui[i + 11] = a[i + 11];
+
+ gui[i + 12] = a[i + 12];
+ gui[i + 13] = a[i + 13];
+ gui[i + 14] = a[i + 14];
+ gui[i + 15] = a[i + 15];
+ } else {
+ gui[i] = 1;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+
+ gui[i + 4] = 0;
+ gui[i + 5] = 1;
+ gui[i + 6] = 0;
+ gui[i + 7] = 0;
+
+ gui[i + 8] = 0;
+ gui[i + 9] = 0;
+ gui[i + 10] = 1;
+ gui[i + 11] = 0;
+
+ gui[i + 12] = 0;
+ gui[i + 13] = 0;
+ gui[i + 14] = 0;
+ gui[i + 15] = 1;
+ }
+ }
+ } else if (value.get_type() == Variant::TRANSFORM3D) {
+ Transform3D v = value;
+ gui[0] = v.basis.rows[0][0];
+ gui[1] = v.basis.rows[1][0];
+ gui[2] = v.basis.rows[2][0];
+ gui[3] = 0;
+
+ gui[4] = v.basis.rows[0][1];
+ gui[5] = v.basis.rows[1][1];
+ gui[6] = v.basis.rows[2][1];
+ gui[7] = 0;
+
+ gui[8] = v.basis.rows[0][2];
+ gui[9] = v.basis.rows[1][2];
+ gui[10] = v.basis.rows[2][2];
+ gui[11] = 0;
+
+ gui[12] = v.origin.x;
+ gui[13] = v.origin.y;
+ gui[14] = v.origin.z;
+ gui[15] = 1;
+ } else {
+ Projection v = value;
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ gui[i * 4 + j] = v.matrix[i][j];
+ }
+ }
+ }
+ } break;
+ default: {
+ }
+ }
+}
+
+_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
+ switch (type) {
+ case ShaderLanguage::TYPE_BOOL: {
+ uint32_t *gui = (uint32_t *)data;
+ *gui = value[0].boolean ? 1 : 0;
+ } break;
+ case ShaderLanguage::TYPE_BVEC2: {
+ uint32_t *gui = (uint32_t *)data;
+ gui[0] = value[0].boolean ? 1 : 0;
+ gui[1] = value[1].boolean ? 1 : 0;
+
+ } break;
+ case ShaderLanguage::TYPE_BVEC3: {
+ uint32_t *gui = (uint32_t *)data;
+ gui[0] = value[0].boolean ? 1 : 0;
+ gui[1] = value[1].boolean ? 1 : 0;
+ gui[2] = value[2].boolean ? 1 : 0;
+
+ } break;
+ case ShaderLanguage::TYPE_BVEC4: {
+ uint32_t *gui = (uint32_t *)data;
+ gui[0] = value[0].boolean ? 1 : 0;
+ gui[1] = value[1].boolean ? 1 : 0;
+ gui[2] = value[2].boolean ? 1 : 0;
+ gui[3] = value[3].boolean ? 1 : 0;
+
+ } break;
+ case ShaderLanguage::TYPE_INT: {
+ int32_t *gui = (int32_t *)data;
+ gui[0] = value[0].sint;
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC2: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 2; i++) {
+ gui[i] = value[i].sint;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC3: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 3; i++) {
+ gui[i] = value[i].sint;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC4: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 4; i++) {
+ gui[i] = value[i].sint;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_UINT: {
+ uint32_t *gui = (uint32_t *)data;
+ gui[0] = value[0].uint;
+
+ } break;
+ case ShaderLanguage::TYPE_UVEC2: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 2; i++) {
+ gui[i] = value[i].uint;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC3: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 3; i++) {
+ gui[i] = value[i].uint;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_UVEC4: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 4; i++) {
+ gui[i] = value[i].uint;
+ }
+ } break;
+ case ShaderLanguage::TYPE_FLOAT: {
+ float *gui = reinterpret_cast<float *>(data);
+ gui[0] = value[0].real;
+
+ } break;
+ case ShaderLanguage::TYPE_VEC2: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ for (int i = 0; i < 2; i++) {
+ gui[i] = value[i].real;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_VEC3: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ for (int i = 0; i < 3; i++) {
+ gui[i] = value[i].real;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_VEC4: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ for (int i = 0; i < 4; i++) {
+ gui[i] = value[i].real;
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT2: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ //in std140 members of mat2 are treated as vec4s
+ gui[0] = value[0].real;
+ gui[1] = value[1].real;
+ gui[2] = 0;
+ gui[3] = 0;
+ gui[4] = value[2].real;
+ gui[5] = value[3].real;
+ gui[6] = 0;
+ gui[7] = 0;
+ } break;
+ case ShaderLanguage::TYPE_MAT3: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ gui[0] = value[0].real;
+ gui[1] = value[1].real;
+ gui[2] = value[2].real;
+ gui[3] = 0;
+ gui[4] = value[3].real;
+ gui[5] = value[4].real;
+ gui[6] = value[5].real;
+ gui[7] = 0;
+ gui[8] = value[6].real;
+ gui[9] = value[7].real;
+ gui[10] = value[8].real;
+ gui[11] = 0;
+ } break;
+ case ShaderLanguage::TYPE_MAT4: {
+ float *gui = reinterpret_cast<float *>(data);
+
+ for (int i = 0; i < 16; i++) {
+ gui[i] = value[i].real;
+ }
+ } break;
+ default: {
+ }
+ }
+}
+
+_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+
+ switch (type) {
+ case ShaderLanguage::TYPE_BOOL:
+ case ShaderLanguage::TYPE_INT:
+ case ShaderLanguage::TYPE_UINT:
+ case ShaderLanguage::TYPE_FLOAT: {
+ memset(data, 0, 4 * p_array_size);
+ } break;
+ case ShaderLanguage::TYPE_BVEC2:
+ case ShaderLanguage::TYPE_IVEC2:
+ case ShaderLanguage::TYPE_UVEC2:
+ case ShaderLanguage::TYPE_VEC2: {
+ memset(data, 0, 8 * p_array_size);
+ } break;
+ case ShaderLanguage::TYPE_BVEC3:
+ case ShaderLanguage::TYPE_IVEC3:
+ case ShaderLanguage::TYPE_UVEC3:
+ case ShaderLanguage::TYPE_VEC3:
+ case ShaderLanguage::TYPE_BVEC4:
+ case ShaderLanguage::TYPE_IVEC4:
+ case ShaderLanguage::TYPE_UVEC4:
+ case ShaderLanguage::TYPE_VEC4: {
+ memset(data, 0, 16 * p_array_size);
+ } break;
+ case ShaderLanguage::TYPE_MAT2: {
+ memset(data, 0, 32 * p_array_size);
+ } break;
+ case ShaderLanguage::TYPE_MAT3: {
+ memset(data, 0, 48 * p_array_size);
+ } break;
+ case ShaderLanguage::TYPE_MAT4: {
+ memset(data, 0, 64 * p_array_size);
+ } break;
+
+ default: {
+ }
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////
+// MaterialStorage::MaterialData
+
+void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ bool uses_global_buffer = false;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
+ if (E.value.order < 0) {
+ continue; // texture, does not go here
+ }
+
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue; //instance uniforms don't appear in the buffer
+ }
+
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
+ //this is a global variable, get the index to it
+ GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
+ uint32_t index = 0;
+ if (gv) {
+ index = gv->buffer_index;
+ } else {
+ WARN_PRINT("Shader uses global uniform '" + E.key + "', but it was removed at some point. Material will not display correctly.");
+ }
+
+ uint32_t offset = p_uniform_offsets[E.value.order];
+ uint32_t *intptr = (uint32_t *)&p_buffer[offset];
+ *intptr = index;
+ uses_global_buffer = true;
+ continue;
+ }
+
+ //regular uniform
+ uint32_t offset = p_uniform_offsets[E.value.order];
+#ifdef DEBUG_ENABLED
+ uint32_t size = 0U;
+ // The following code enforces a 16-byte alignment of uniform arrays.
+ if (E.value.array_size > 0) {
+ size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
+ int m = (16 * E.value.array_size);
+ if ((size % m) != 0U) {
+ size += m - (size % m);
+ }
+ } else {
+ size = ShaderLanguage::get_datatype_size(E.value.type);
+ }
+ ERR_CONTINUE(offset + size > p_buffer_size);
+#endif
+ uint8_t *data = &p_buffer[offset];
+ HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);
+
+ if (V) {
+ //user provided
+ _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data, p_use_linear_color);
+
+ } else if (E.value.default_value.size()) {
+ //default value
+ _fill_std140_ubo_value(E.value.type, E.value.default_value, data);
+ //value=E.value.default_value;
+ } else {
+ //zero because it was not provided
+ if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
+ //colors must be set as black, with alpha as 1.0
+ _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
+ } else {
+ //else just zero it out
+ _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
+ }
+ }
+ }
+
+ if (uses_global_buffer != (global_buffer_E != nullptr)) {
+ if (uses_global_buffer) {
+ global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);
+ } else {
+ material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
+ global_buffer_E = nullptr;
+ }
+ }
+}
+
+MaterialStorage::MaterialData::~MaterialData() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ if (global_buffer_E) {
+ //unregister global buffers
+ material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
+ }
+
+ if (global_texture_E) {
+ //unregister global textures
+
+ for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
+ GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
+ if (v) {
+ v->texture_materials.erase(self);
+ }
+ }
+ //unregister material from those using global textures
+ material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
+ }
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
+}
+
+void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
+ TextureStorage *texture_storage = TextureStorage::get_singleton();
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+#ifdef TOOLS_ENABLED
+ TextureStorage::Texture *roughness_detect_texture = nullptr;
+ RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
+ TextureStorage::Texture *normal_detect_texture = nullptr;
+#endif
+
+ bool uses_global_textures = false;
+ global_textures_pass++;
+
+ for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
+ const StringName &uniform_name = p_texture_uniforms[i].name;
+ int uniform_array_size = p_texture_uniforms[i].array_size;
+
+ Vector<RID> textures;
+
+ if (p_texture_uniforms[i].global) {
+ uses_global_textures = true;
+
+ GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name);
+ if (v) {
+ if (v->buffer_index >= 0) {
+ WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
+
+ } else {
+ HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name);
+ if (!E) {
+ E = used_global_textures.insert(uniform_name, global_textures_pass);
+ v->texture_materials.insert(self);
+ } else {
+ E->value = global_textures_pass;
+ }
+
+ textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
+ }
+
+ } else {
+ WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
+ }
+ } else {
+ HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);
+ if (V) {
+ if (V->value.is_array()) {
+ Array array = (Array)V->value;
+ if (uniform_array_size > 0) {
+ for (int j = 0; j < array.size(); j++) {
+ textures.push_back(array[j]);
+ }
+ } else {
+ if (array.size() > 0) {
+ textures.push_back(array[0]);
+ }
+ }
+ } else {
+ textures.push_back(V->value);
+ }
+ }
+
+ if (uniform_array_size > 0) {
+ if (textures.size() < uniform_array_size) {
+ HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
+ for (int j = textures.size(); j < uniform_array_size; j++) {
+ if (W && W->value.has(j)) {
+ textures.push_back(W->value[j]);
+ } else {
+ textures.push_back(RID());
+ }
+ }
+ }
+ } else if (textures.is_empty()) {
+ HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
+ if (W && W->value.has(0)) {
+ textures.push_back(W->value[0]);
+ }
+ }
+ }
+
+ RID rd_texture;
+
+ if (textures.is_empty()) {
+ //check default usage
+ switch (p_texture_uniforms[i].type) {
+ case ShaderLanguage::TYPE_ISAMPLER2D:
+ case ShaderLanguage::TYPE_USAMPLER2D:
+ case ShaderLanguage::TYPE_SAMPLER2D: {
+ switch (p_texture_uniforms[i].hint) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_TRANSPARENT);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_ANISO);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
+ } break;
+ default: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
+ } break;
+ }
+ } break;
+
+ case ShaderLanguage::TYPE_SAMPLERCUBE: {
+ switch (p_texture_uniforms[i].hint) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ } break;
+ default: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
+ } break;
+ }
+ } break;
+ case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
+ } break;
+
+ case ShaderLanguage::TYPE_ISAMPLER3D:
+ case ShaderLanguage::TYPE_USAMPLER3D:
+ case ShaderLanguage::TYPE_SAMPLER3D: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
+ } break;
+
+ case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ } break;
+
+ default: {
+ }
+ }
+#ifdef TOOLS_ENABLED
+ if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
+ roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
+ }
+#endif
+ if (uniform_array_size > 0) {
+ for (int j = 0; j < uniform_array_size; j++) {
+ p_textures[k++] = rd_texture;
+ }
+ } else {
+ p_textures[k++] = rd_texture;
+ }
+ } else {
+ bool srgb = p_use_linear_color && p_texture_uniforms[i].use_color;
+
+ for (int j = 0; j < textures.size(); j++) {
+ TextureStorage::Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
+
+ if (tex) {
+ rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
+#ifdef TOOLS_ENABLED
+ if (tex->detect_3d_callback && p_use_linear_color) {
+ tex->detect_3d_callback(tex->detect_3d_callback_ud);
+ }
+ if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
+ if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
+ normal_detect_texture = tex;
+ }
+ tex->detect_normal_callback(tex->detect_normal_callback_ud);
+ }
+ if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) {
+ //find the normal texture
+ roughness_detect_texture = tex;
+ roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
+ }
+#endif
+ }
+ if (rd_texture.is_null()) {
+ rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
+ }
+#ifdef TOOLS_ENABLED
+ if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
+ roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
+ }
+#endif
+ p_textures[k++] = rd_texture;
+ }
+ }
+ }
+ {
+ //for textures no longer used, unregister them
+ List<StringName> to_delete;
+ for (KeyValue<StringName, uint64_t> &E : used_global_textures) {
+ if (E.value != global_textures_pass) {
+ to_delete.push_back(E.key);
+
+ GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
+ if (v) {
+ v->texture_materials.erase(self);
+ }
+ }
+ }
+
+ while (to_delete.front()) {
+ used_global_textures.erase(to_delete.front()->get());
+ to_delete.pop_front();
+ }
+ //handle registering/unregistering global textures
+ if (uses_global_textures != (global_texture_E != nullptr)) {
+ if (uses_global_textures) {
+ global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);
+ } else {
+ material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
+ global_texture_E = nullptr;
+ }
+ }
+ }
+}
+
+void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
+ if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(p_uniform_set);
+ }
+}
+
+bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
+ if ((uint32_t)ubo_data.size() != p_ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(p_ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
+ }
+
+ uint32_t tex_uniform_count = 0U;
+ for (int i = 0; i < p_texture_uniforms.size(); i++) {
+ tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
+ }
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
+ }
+
+ if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return false;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return false;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ if (p_ubo_size) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.append_id(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
+ const int array_size = p_texture_uniforms[i].array_size;
+
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + k;
+ if (array_size > 0) {
+ for (int j = 0; j < array_size; j++) {
+ u.append_id(textures[k++]);
+ }
+ } else {
+ u.append_id(textures[k++]);
+ }
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
+
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////
+// MaterialStorage
+
+MaterialStorage *MaterialStorage::singleton = nullptr;
+
+MaterialStorage *MaterialStorage::get_singleton() {
+ return singleton;
+}
+
+MaterialStorage::MaterialStorage() {
+ singleton = this;
+
+ //default samplers
+ for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
+ for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
+ RD::SamplerState sampler_state;
+ switch (i) {
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler_state.max_lod = 0;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.max_lod = 0;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
+
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
+ sampler_state.use_anisotropy = true;
+ sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
+ sampler_state.use_anisotropy = true;
+ sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
+
+ } break;
+ default: {
+ }
+ }
+ switch (j) {
+ case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
+ sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
+ sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
+
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
+ sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
+ sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
+ sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ } break;
+ default: {
+ }
+ }
+
+ default_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
+ }
+ }
+
+ //custom sampler
+ sampler_rd_configure_custom(0.0f);
+
+ // buffers
+ { //create index array for copy shaders
+ Vector<uint8_t> pv;
+ pv.resize(6 * 4);
+ {
+ uint8_t *w = pv.ptrw();
+ int *p32 = (int *)w;
+ p32[0] = 0;
+ p32[1] = 1;
+ p32[2] = 2;
+ p32[3] = 0;
+ p32[4] = 2;
+ p32[5] = 3;
+ }
+ quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
+ quad_index_array = RD::get_singleton()->index_array_create(quad_index_buffer, 0, 6);
+ }
+
+ // Shaders
+ for (int i = 0; i < SHADER_TYPE_MAX; i++) {
+ shader_data_request_func[i] = nullptr;
+ }
+
+ static_assert(sizeof(GlobalShaderUniforms::Value) == 16);
+
+ global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
+ global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);
+ memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
+ global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);
+ global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
+ memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
+ global_shader_uniforms.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
+}
+
+MaterialStorage::~MaterialStorage() {
+ memdelete_arr(global_shader_uniforms.buffer_values);
+ memdelete_arr(global_shader_uniforms.buffer_usage);
+ memdelete_arr(global_shader_uniforms.buffer_dirty_regions);
+ RD::get_singleton()->free(global_shader_uniforms.buffer);
+
+ // buffers
+
+ RD::get_singleton()->free(quad_index_buffer); //array gets freed as dependency
+
+ //def samplers
+ for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
+ for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
+ RD::get_singleton()->free(default_rd_samplers[i][j]);
+ }
+ }
+
+ //custom samplers
+ for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
+ for (int j = 0; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
+ if (custom_rd_samplers[i][j].is_valid()) {
+ RD::get_singleton()->free(custom_rd_samplers[i][j]);
+ }
+ }
+ }
+
+ singleton = nullptr;
+}
+
+/* Samplers */
+
+void MaterialStorage::sampler_rd_configure_custom(float p_mipmap_bias) {
+ for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
+ for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
+ RD::SamplerState sampler_state;
+ switch (i) {
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler_state.max_lod = 0;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.max_lod = 0;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
+ sampler_state.lod_bias = p_mipmap_bias;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
+ sampler_state.lod_bias = p_mipmap_bias;
+
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
+ sampler_state.lod_bias = p_mipmap_bias;
+ sampler_state.use_anisotropy = true;
+ sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
+ sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
+ sampler_state.lod_bias = p_mipmap_bias;
+ sampler_state.use_anisotropy = true;
+ sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
+
+ } break;
+ default: {
+ }
+ }
+ switch (j) {
+ case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
+ sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
+ sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
+
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
+ sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
+ sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
+ sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ } break;
+ default: {
+ }
+ }
+
+ if (custom_rd_samplers[i][j].is_valid()) {
+ RD::get_singleton()->free(custom_rd_samplers[i][j]);
+ }
+
+ custom_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
+ }
+ }
+}
+
+/* GLOBAL SHADER UNIFORM API */
+
+int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {
+ int32_t idx = 0;
+ while (idx + p_elements <= global_shader_uniforms.buffer_size) {
+ if (global_shader_uniforms.buffer_usage[idx].elements == 0) {
+ bool valid = true;
+ for (uint32_t i = 1; i < p_elements; i++) {
+ if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) {
+ valid = false;
+ idx += i + global_shader_uniforms.buffer_usage[idx + i].elements;
+ break;
+ }
+ }
+
+ if (!valid) {
+ continue; //if not valid, idx is in new position
+ }
+
+ return idx;
+ } else {
+ idx += global_shader_uniforms.buffer_usage[idx].elements;
+ }
+ }
+
+ return -1;
+}
+
+void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderUniformType p_type, const Variant &p_value) {
+ switch (p_type) {
+ case RS::GLOBAL_VAR_TYPE_BOOL: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ bool b = p_value;
+ bv.x = b ? 1.0 : 0.0;
+ bv.y = 0.0;
+ bv.z = 0.0;
+ bv.w = 0.0;
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_BVEC2: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ uint32_t bvec = p_value;
+ bv.x = (bvec & 1) ? 1.0 : 0.0;
+ bv.y = (bvec & 2) ? 1.0 : 0.0;
+ bv.z = 0.0;
+ bv.w = 0.0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_BVEC3: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ uint32_t bvec = p_value;
+ bv.x = (bvec & 1) ? 1.0 : 0.0;
+ bv.y = (bvec & 2) ? 1.0 : 0.0;
+ bv.z = (bvec & 4) ? 1.0 : 0.0;
+ bv.w = 0.0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_BVEC4: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ uint32_t bvec = p_value;
+ bv.x = (bvec & 1) ? 1.0 : 0.0;
+ bv.y = (bvec & 2) ? 1.0 : 0.0;
+ bv.z = (bvec & 4) ? 1.0 : 0.0;
+ bv.w = (bvec & 8) ? 1.0 : 0.0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_INT: {
+ GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
+ int32_t v = p_value;
+ bv.x = v;
+ bv.y = 0;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_IVEC2: {
+ GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector2i v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_IVEC3: {
+ GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector3i v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = v.z;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_IVEC4: {
+ GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector<int32_t> v = p_value;
+ bv.x = v.size() >= 1 ? v[0] : 0;
+ bv.y = v.size() >= 2 ? v[1] : 0;
+ bv.z = v.size() >= 3 ? v[2] : 0;
+ bv.w = v.size() >= 4 ? v[3] : 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_RECT2I: {
+ GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
+ Rect2i v = p_value;
+ bv.x = v.position.x;
+ bv.y = v.position.y;
+ bv.z = v.size.x;
+ bv.w = v.size.y;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_UINT: {
+ GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
+ uint32_t v = p_value;
+ bv.x = v;
+ bv.y = 0;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_UVEC2: {
+ GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector2i v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_UVEC3: {
+ GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector3i v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = v.z;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_UVEC4: {
+ GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector<int32_t> v = p_value;
+ bv.x = v.size() >= 1 ? v[0] : 0;
+ bv.y = v.size() >= 2 ? v[1] : 0;
+ bv.z = v.size() >= 3 ? v[2] : 0;
+ bv.w = v.size() >= 4 ? v[3] : 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_FLOAT: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ float v = p_value;
+ bv.x = v;
+ bv.y = 0;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_VEC2: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ Vector2 v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_VEC3: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ Vector3 v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = v.z;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_VEC4: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ Plane v = p_value;
+ bv.x = v.normal.x;
+ bv.y = v.normal.y;
+ bv.z = v.normal.z;
+ bv.w = v.d;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_COLOR: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ Color v = p_value;
+ bv.x = v.r;
+ bv.y = v.g;
+ bv.z = v.b;
+ bv.w = v.a;
+
+ GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];
+ v = v.srgb_to_linear();
+ bv_linear.x = v.r;
+ bv_linear.y = v.g;
+ bv_linear.z = v.b;
+ bv_linear.w = v.a;
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_RECT2: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ Rect2 v = p_value;
+ bv.x = v.position.x;
+ bv.y = v.position.y;
+ bv.z = v.size.x;
+ bv.w = v.size.y;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_MAT2: {
+ GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
+ Vector<float> m2 = p_value;
+ if (m2.size() < 4) {
+ m2.resize(4);
+ }
+ bv[0].x = m2[0];
+ bv[0].y = m2[1];
+ bv[0].z = 0;
+ bv[0].w = 0;
+
+ bv[1].x = m2[2];
+ bv[1].y = m2[3];
+ bv[1].z = 0;
+ bv[1].w = 0;
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_MAT3: {
+ GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
+ Basis v = p_value;
+ bv[0].x = v.rows[0][0];
+ bv[0].y = v.rows[1][0];
+ bv[0].z = v.rows[2][0];
+ bv[0].w = 0;
+
+ bv[1].x = v.rows[0][1];
+ bv[1].y = v.rows[1][1];
+ bv[1].z = v.rows[2][1];
+ bv[1].w = 0;
+
+ bv[2].x = v.rows[0][2];
+ bv[2].y = v.rows[1][2];
+ bv[2].z = v.rows[2][2];
+ bv[2].w = 0;
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_MAT4: {
+ GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
+
+ Vector<float> m2 = p_value;
+ if (m2.size() < 16) {
+ m2.resize(16);
+ }
+
+ bv[0].x = m2[0];
+ bv[0].y = m2[1];
+ bv[0].z = m2[2];
+ bv[0].w = m2[3];
+
+ bv[1].x = m2[4];
+ bv[1].y = m2[5];
+ bv[1].z = m2[6];
+ bv[1].w = m2[7];
+
+ bv[2].x = m2[8];
+ bv[2].y = m2[9];
+ bv[2].z = m2[10];
+ bv[2].w = m2[11];
+
+ bv[3].x = m2[12];
+ bv[3].y = m2[13];
+ bv[3].z = m2[14];
+ bv[3].w = m2[15];
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
+ GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
+ Transform2D v = p_value;
+ bv[0].x = v.columns[0][0];
+ bv[0].y = v.columns[0][1];
+ bv[0].z = 0;
+ bv[0].w = 0;
+
+ bv[1].x = v.columns[1][0];
+ bv[1].y = v.columns[1][1];
+ bv[1].z = 0;
+ bv[1].w = 0;
+
+ bv[2].x = v.columns[2][0];
+ bv[2].y = v.columns[2][1];
+ bv[2].z = 1;
+ bv[2].w = 0;
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
+ GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
+ Transform3D v = p_value;
+ bv[0].x = v.basis.rows[0][0];
+ bv[0].y = v.basis.rows[1][0];
+ bv[0].z = v.basis.rows[2][0];
+ bv[0].w = 0;
+
+ bv[1].x = v.basis.rows[0][1];
+ bv[1].y = v.basis.rows[1][1];
+ bv[1].z = v.basis.rows[2][1];
+ bv[1].w = 0;
+
+ bv[2].x = v.basis.rows[0][2];
+ bv[2].y = v.basis.rows[1][2];
+ bv[2].z = v.basis.rows[2][2];
+ bv[2].w = 0;
+
+ bv[3].x = v.origin.x;
+ bv[3].y = v.origin.y;
+ bv[3].z = v.origin.z;
+ bv[3].w = 1;
+
+ } break;
+ default: {
+ ERR_FAIL();
+ }
+ }
+}
+
+void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
+ int32_t prev_chunk = -1;
+
+ for (int32_t i = 0; i < p_elements; i++) {
+ int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
+ if (chunk != prev_chunk) {
+ if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {
+ global_shader_uniforms.buffer_dirty_regions[chunk] = true;
+ global_shader_uniforms.buffer_dirty_region_count++;
+ }
+ }
+
+ prev_chunk = chunk;
+ }
+}
+
+void MaterialStorage::global_shader_uniform_add(const StringName &p_name, RS::GlobalShaderUniformType p_type, const Variant &p_value) {
+ ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));
+ GlobalShaderUniforms::Variable gv;
+ gv.type = p_type;
+ gv.value = p_value;
+ gv.buffer_index = -1;
+
+ if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
+ //is texture
+ global_shader_uniforms.must_update_texture_materials = true; //normally there are none
+ } else {
+ gv.buffer_elements = 1;
+ if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
+ //color needs to elements to store srgb and linear
+ gv.buffer_elements = 2;
+ }
+ if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
+ //color needs to elements to store srgb and linear
+ gv.buffer_elements = 3;
+ }
+ if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
+ //color needs to elements to store srgb and linear
+ gv.buffer_elements = 4;
+ }
+
+ //is vector, allocate in buffer and update index
+ gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);
+ ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name)));
+ global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
+ _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
+ _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
+
+ global_shader_uniforms.must_update_buffer_materials = true; //normally there are none
+ }
+
+ global_shader_uniforms.variables[p_name] = gv;
+}
+
+void MaterialStorage::global_shader_uniform_remove(const StringName &p_name) {
+ if (!global_shader_uniforms.variables.has(p_name)) {
+ return;
+ }
+ const GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
+
+ if (gv.buffer_index >= 0) {
+ global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
+ global_shader_uniforms.must_update_buffer_materials = true;
+ } else {
+ global_shader_uniforms.must_update_texture_materials = true;
+ }
+
+ global_shader_uniforms.variables.erase(p_name);
+}
+
+Vector<StringName> MaterialStorage::global_shader_uniform_get_list() const {
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
+ }
+
+ Vector<StringName> names;
+ for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
+ names.push_back(E.key);
+ }
+ names.sort_custom<StringName::AlphCompare>();
+ return names;
+}
+
+void MaterialStorage::global_shader_uniform_set(const StringName &p_name, const Variant &p_value) {
+ ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name));
+ GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
+ gv.value = p_value;
+ if (gv.override.get_type() == Variant::NIL) {
+ if (gv.buffer_index >= 0) {
+ //buffer
+ _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
+ _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
+ } else {
+ //texture
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ for (const RID &E : gv.texture_materials) {
+ Material *material = material_storage->get_material(E);
+ ERR_CONTINUE(!material);
+ material_storage->_material_queue_update(material, false, true);
+ }
+ }
+ }
+}
+
+void MaterialStorage::global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) {
+ if (!global_shader_uniforms.variables.has(p_name)) {
+ return; //variable may not exist
+ }
+
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
+
+ GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
+
+ gv.override = p_value;
+
+ if (gv.buffer_index >= 0) {
+ //buffer
+ if (gv.override.get_type() == Variant::NIL) {
+ _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
+ } else {
+ _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);
+ }
+
+ _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
+ } else {
+ //texture
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ for (const RID &E : gv.texture_materials) {
+ Material *material = material_storage->get_material(E);
+ ERR_CONTINUE(!material);
+ material_storage->_material_queue_update(material, false, true);
+ }
+ }
+}
+
+Variant MaterialStorage::global_shader_uniform_get(const StringName &p_name) const {
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
+ }
+
+ if (!global_shader_uniforms.variables.has(p_name)) {
+ return Variant();
+ }
+
+ return global_shader_uniforms.variables[p_name].value;
+}
+
+RS::GlobalShaderUniformType MaterialStorage::global_shader_uniform_get_type_internal(const StringName &p_name) const {
+ if (!global_shader_uniforms.variables.has(p_name)) {
+ return RS::GLOBAL_VAR_TYPE_MAX;
+ }
+
+ return global_shader_uniforms.variables[p_name].type;
+}
+
+RS::GlobalShaderUniformType MaterialStorage::global_shader_uniform_get_type(const StringName &p_name) const {
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
+ }
+
+ return global_shader_uniform_get_type_internal(p_name);
+}
+
+void MaterialStorage::global_shader_uniforms_load_settings(bool p_load_textures) {
+ List<PropertyInfo> settings;
+ ProjectSettings::get_singleton()->get_property_list(&settings);
+
+ for (const PropertyInfo &E : settings) {
+ if (E.name.begins_with("shader_globals/")) {
+ StringName name = E.name.get_slice("/", 1);
+ Dictionary d = ProjectSettings::get_singleton()->get(E.name);
+
+ ERR_CONTINUE(!d.has("type"));
+ ERR_CONTINUE(!d.has("value"));
+
+ String type = d["type"];
+
+ static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {
+ "bool",
+ "bvec2",
+ "bvec3",
+ "bvec4",
+ "int",
+ "ivec2",
+ "ivec3",
+ "ivec4",
+ "rect2i",
+ "uint",
+ "uvec2",
+ "uvec3",
+ "uvec4",
+ "float",
+ "vec2",
+ "vec3",
+ "vec4",
+ "color",
+ "rect2",
+ "mat2",
+ "mat3",
+ "mat4",
+ "transform_2d",
+ "transform",
+ "sampler2D",
+ "sampler2DArray",
+ "sampler3D",
+ "samplerCube",
+ };
+
+ RS::GlobalShaderUniformType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
+
+ for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
+ if (global_var_type_names[i] == type) {
+ gvtype = RS::GlobalShaderUniformType(i);
+ break;
+ }
+ }
+
+ ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid
+
+ Variant value = d["value"];
+
+ if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
+ //textire
+ if (!p_load_textures) {
+ value = RID();
+ continue;
+ }
+
+ String path = value;
+ Ref<Resource> resource = ResourceLoader::load(path);
+ ERR_CONTINUE(resource.is_null());
+ value = resource;
+ }
+
+ if (global_shader_uniforms.variables.has(name)) {
+ //has it, update it
+ global_shader_uniform_set(name, value);
+ } else {
+ global_shader_uniform_add(name, gvtype, value);
+ }
+ }
+ }
+}
+
+void MaterialStorage::global_shader_uniforms_clear() {
+ global_shader_uniforms.variables.clear(); //not right but for now enough
+}
+
+RID MaterialStorage::global_shader_uniforms_get_storage_buffer() const {
+ return global_shader_uniforms.buffer;
+}
+
+int32_t MaterialStorage::global_shader_uniforms_instance_allocate(RID p_instance) {
+ ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);
+ int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
+ global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway
+ ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
+ global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
+ return pos;
+}
+
+void MaterialStorage::global_shader_uniforms_instance_free(RID p_instance) {
+ ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance));
+ int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
+ if (pos >= 0) {
+ global_shader_uniforms.buffer_usage[pos].elements = 0;
+ }
+ global_shader_uniforms.instance_buffer_pos.erase(p_instance);
+}
+
+void MaterialStorage::global_shader_uniforms_instance_update(RID p_instance, int p_index, const Variant &p_value) {
+ if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {
+ return; //just not allocated, ignore
+ }
+ int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
+
+ if (pos < 0) {
+ return; //again, not allocated, ignore
+ }
+ ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
+ ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
+
+ const ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
+ ShaderLanguage::TYPE_MAX, //nil
+ ShaderLanguage::TYPE_BOOL, //bool
+ ShaderLanguage::TYPE_INT, //int
+ ShaderLanguage::TYPE_FLOAT, //float
+ ShaderLanguage::TYPE_MAX, //string
+ ShaderLanguage::TYPE_VEC2, //vec2
+ ShaderLanguage::TYPE_IVEC2, //vec2i
+ ShaderLanguage::TYPE_VEC4, //rect2
+ ShaderLanguage::TYPE_IVEC4, //rect2i
+ ShaderLanguage::TYPE_VEC3, // vec3
+ ShaderLanguage::TYPE_IVEC3, //vec3i
+ ShaderLanguage::TYPE_MAX, //xform2d not supported here
+ ShaderLanguage::TYPE_VEC4, //vec4
+ ShaderLanguage::TYPE_IVEC4, //vec4i
+ ShaderLanguage::TYPE_VEC4, //plane
+ ShaderLanguage::TYPE_VEC4, //quat
+ ShaderLanguage::TYPE_MAX, //aabb not supported here
+ ShaderLanguage::TYPE_MAX, //basis not supported here
+ ShaderLanguage::TYPE_MAX, //xform not supported here
+ ShaderLanguage::TYPE_MAX, //projection not supported here
+ ShaderLanguage::TYPE_VEC4 //color
+ };
+
+ ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()];
+
+ ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
+
+ pos += p_index;
+
+ _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos], true); //instances always use linear color in this renderer
+ _global_shader_uniform_mark_buffer_dirty(pos, 1);
+}
+
+void MaterialStorage::_update_global_shader_uniforms() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ if (global_shader_uniforms.buffer_dirty_region_count > 0) {
+ uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
+ if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
+ // 25% of regions dirty, just update all buffer
+ RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values);
+ memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
+ } else {
+ uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
+
+ for (uint32_t i = 0; i < total_regions; i++) {
+ if (global_shader_uniforms.buffer_dirty_regions[i]) {
+ RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);
+
+ global_shader_uniforms.buffer_dirty_regions[i] = false;
+ }
+ }
+ }
+
+ global_shader_uniforms.buffer_dirty_region_count = 0;
+ }
+
+ if (global_shader_uniforms.must_update_buffer_materials) {
+ // only happens in the case of a buffer variable added or removed,
+ // so not often.
+ for (const RID &E : global_shader_uniforms.materials_using_buffer) {
+ Material *material = material_storage->get_material(E);
+ ERR_CONTINUE(!material); //wtf
+
+ material_storage->_material_queue_update(material, true, false);
+ }
+
+ global_shader_uniforms.must_update_buffer_materials = false;
+ }
+
+ if (global_shader_uniforms.must_update_texture_materials) {
+ // only happens in the case of a buffer variable added or removed,
+ // so not often.
+ for (const RID &E : global_shader_uniforms.materials_using_texture) {
+ Material *material = material_storage->get_material(E);
+ ERR_CONTINUE(!material); //wtf
+
+ material_storage->_material_queue_update(material, false, true);
+ }
+
+ global_shader_uniforms.must_update_texture_materials = false;
+ }
+}
+
+/* SHADER API */
+
+RID MaterialStorage::shader_allocate() {
+ return shader_owner.allocate_rid();
+}
+
+void MaterialStorage::shader_initialize(RID p_rid) {
+ Shader shader;
+ shader.data = nullptr;
+ shader.type = SHADER_TYPE_MAX;
+
+ shader_owner.initialize_rid(p_rid, shader);
+}
+
+void MaterialStorage::shader_free(RID p_rid) {
+ Shader *shader = shader_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!shader);
+
+ //make material unreference this
+ while (shader->owners.size()) {
+ material_set_shader((*shader->owners.begin())->self, RID());
+ }
+
+ //clear data if exists
+ if (shader->data) {
+ memdelete(shader->data);
+ }
+ shader_owner.free(p_rid);
+}
+
+void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ shader->code = p_code;
+ String mode_string = ShaderLanguage::get_shader_type(p_code);
+
+ ShaderType new_type;
+ if (mode_string == "canvas_item") {
+ new_type = SHADER_TYPE_2D;
+ } else if (mode_string == "particles") {
+ new_type = SHADER_TYPE_PARTICLES;
+ } else if (mode_string == "spatial") {
+ new_type = SHADER_TYPE_3D;
+ } else if (mode_string == "sky") {
+ new_type = SHADER_TYPE_SKY;
+ } else if (mode_string == "fog") {
+ new_type = SHADER_TYPE_FOG;
+ } else {
+ new_type = SHADER_TYPE_MAX;
+ }
+
+ if (new_type != shader->type) {
+ if (shader->data) {
+ memdelete(shader->data);
+ shader->data = nullptr;
+ }
+
+ for (Material *E : shader->owners) {
+ Material *material = E;
+ material->shader_type = new_type;
+ if (material->data) {
+ memdelete(material->data);
+ material->data = nullptr;
+ }
+ }
+
+ shader->type = new_type;
+
+ if (new_type < SHADER_TYPE_MAX && shader_data_request_func[new_type]) {
+ shader->data = shader_data_request_func[new_type]();
+ } else {
+ shader->type = SHADER_TYPE_MAX; //invalid
+ }
+
+ for (Material *E : shader->owners) {
+ Material *material = E;
+ if (shader->data) {
+ material->data = material_get_data_request_function(new_type)(shader->data);
+ material->data->self = material->self;
+ material->data->set_next_pass(material->next_pass);
+ material->data->set_render_priority(material->priority);
+ }
+ material->shader_type = new_type;
+ }
+
+ if (shader->data) {
+ for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {
+ for (const KeyValue<int, RID> &E2 : E.value) {
+ shader->data->set_default_texture_param(E.key, E2.value, E2.key);
+ }
+ }
+ }
+ }
+
+ if (shader->data) {
+ shader->data->set_path_hint(shader->path_hint);
+ shader->data->set_code(p_code);
+ }
+
+ for (Material *E : shader->owners) {
+ Material *material = E;
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+ _material_queue_update(material, true, true);
+ }
+}
+
+void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ shader->path_hint = p_path;
+ if (shader->data) {
+ shader->data->set_path_hint(p_path);
+ }
+}
+
+String MaterialStorage::shader_get_code(RID p_shader) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, String());
+ return shader->code;
+}
+
+void MaterialStorage::shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+ if (shader->data) {
+ return shader->data->get_shader_uniform_list(p_param_list);
+ }
+}
+
+void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
+ if (!shader->default_texture_parameter.has(p_name)) {
+ shader->default_texture_parameter[p_name] = HashMap<int, RID>();
+ }
+ shader->default_texture_parameter[p_name][p_index] = p_texture;
+ } else {
+ if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
+ shader->default_texture_parameter[p_name].erase(p_index);
+
+ if (shader->default_texture_parameter[p_name].is_empty()) {
+ shader->default_texture_parameter.erase(p_name);
+ }
+ }
+ }
+ if (shader->data) {
+ shader->data->set_default_texture_param(p_name, p_texture, p_index);
+ }
+ for (Material *E : shader->owners) {
+ Material *material = E;
+ _material_queue_update(material, false, true);
+ }
+}
+
+RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, RID());
+ if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
+ return shader->default_texture_parameter[p_name][p_index];
+ }
+
+ return RID();
+}
+
+Variant MaterialStorage::shader_get_param_default(RID p_shader, const StringName &p_param) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, Variant());
+ if (shader->data) {
+ return shader->data->get_default_parameter(p_param);
+ }
+ return Variant();
+}
+
+void MaterialStorage::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) {
+ ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
+ shader_data_request_func[p_shader_type] = p_function;
+}
+
+RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
+ if (shader->data) {
+ return shader->data->get_native_source_code();
+ }
+ return RS::ShaderNativeSourceCode();
+}
+
+/* MATERIAL API */
+
+void MaterialStorage::_material_uniform_set_erased(void *p_material) {
+ RID rid = *(RID *)p_material;
+ Material *material = MaterialStorage::get_singleton()->get_material(rid);
+ if (material) {
+ if (material->data) {
+ // Uniform set may be gone because a dependency was erased. This happens
+ // if a texture is deleted, so re-create it.
+ MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
+ }
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+ }
+}
+
+void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
+ material->uniform_dirty = material->uniform_dirty || p_uniform;
+ material->texture_dirty = material->texture_dirty || p_texture;
+
+ if (material->update_element.in_list()) {
+ return;
+ }
+
+ material_update_list.add(&material->update_element);
+}
+
+void MaterialStorage::_update_queued_materials() {
+ while (material_update_list.first()) {
+ Material *material = material_update_list.first()->self();
+ bool uniforms_changed = false;
+
+ if (material->data) {
+ uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
+ }
+ material->texture_dirty = false;
+ material->uniform_dirty = false;
+
+ material_update_list.remove(&material->update_element);
+
+ if (uniforms_changed) {
+ //some implementations such as 3D renderer cache the matreial uniform set, so update is required
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+ }
+ }
+}
+
+RID MaterialStorage::material_allocate() {
+ return material_owner.allocate_rid();
+}
+
+void MaterialStorage::material_initialize(RID p_rid) {
+ material_owner.initialize_rid(p_rid);
+ Material *material = material_owner.get_or_null(p_rid);
+ material->self = p_rid;
+}
+
+void MaterialStorage::material_free(RID p_rid) {
+ Material *material = material_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!material);
+
+ material_set_shader(p_rid, RID()); //clean up shader
+ material->dependency.deleted_notify(p_rid);
+
+ material_owner.free(p_rid);
+}
+
+void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ if (material->data) {
+ memdelete(material->data);
+ material->data = nullptr;
+ }
+
+ if (material->shader) {
+ material->shader->owners.erase(material);
+ material->shader = nullptr;
+ material->shader_type = SHADER_TYPE_MAX;
+ }
+
+ if (p_shader.is_null()) {
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+ material->shader_id = 0;
+ return;
+ }
+
+ Shader *shader = get_shader(p_shader);
+ ERR_FAIL_COND(!shader);
+ material->shader = shader;
+ material->shader_type = shader->type;
+ material->shader_id = p_shader.get_local_index();
+ shader->owners.insert(material);
+
+ if (shader->type == SHADER_TYPE_MAX) {
+ return;
+ }
+
+ ERR_FAIL_COND(shader->data == nullptr);
+
+ material->data = material_data_request_func[shader->type](shader->data);
+ material->data->self = p_material;
+ material->data->set_next_pass(material->next_pass);
+ material->data->set_render_priority(material->priority);
+ //updating happens later
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+ _material_queue_update(material, true, true);
+}
+
+MaterialStorage::ShaderData *MaterialStorage::material_get_shader_data(RID p_material) {
+ const MaterialStorage::Material *material = MaterialStorage::get_singleton()->get_material(p_material);
+ if (material && material->shader && material->shader->data) {
+ return material->shader->data;
+ }
+
+ return nullptr;
+}
+
+void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ if (p_value.get_type() == Variant::NIL) {
+ material->params.erase(p_param);
+ } else {
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
+ material->params[p_param] = p_value;
+ }
+
+ if (material->shader && material->shader->data) { //shader is valid
+ bool is_texture = material->shader->data->is_param_texture(p_param);
+ _material_queue_update(material, !is_texture, is_texture);
+ } else {
+ _material_queue_update(material, true, true);
+ }
+}
+
+Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, Variant());
+ if (material->params.has(p_param)) {
+ return material->params[p_param];
+ } else {
+ return Variant();
+ }
+}
+
+void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ if (material->next_pass == p_next_material) {
+ return;
+ }
+
+ material->next_pass = p_next_material;
+ if (material->data) {
+ material->data->set_next_pass(p_next_material);
+ }
+
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+}
+
+void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+ material->priority = priority;
+ if (material->data) {
+ material->data->set_render_priority(priority);
+ }
+}
+
+bool MaterialStorage::material_is_animated(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, false);
+ if (material->shader && material->shader->data) {
+ if (material->shader->data->is_animated()) {
+ return true;
+ } else if (material->next_pass.is_valid()) {
+ return material_is_animated(material->next_pass);
+ }
+ }
+ return false; //by default nothing is animated
+}
+
+bool MaterialStorage::material_casts_shadows(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, true);
+ if (material->shader && material->shader->data) {
+ if (material->shader->data->casts_shadows()) {
+ return true;
+ } else if (material->next_pass.is_valid()) {
+ return material_casts_shadows(material->next_pass);
+ }
+ }
+ return true; //by default everything casts shadows
+}
+
+void MaterialStorage::material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+ if (material->shader && material->shader->data) {
+ material->shader->data->get_instance_param_list(r_parameters);
+
+ if (material->next_pass.is_valid()) {
+ material_get_instance_shader_uniforms(material->next_pass, r_parameters);
+ }
+ }
+}
+
+void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+ p_instance->update_dependency(&material->dependency);
+ if (material->next_pass.is_valid()) {
+ material_update_dependency(material->next_pass, p_instance);
+ }
+}
+
+void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) {
+ ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
+ material_data_request_func[p_shader_type] = p_function;
+}
+
+MaterialStorage::MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
+ ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr);
+ return material_data_request_func[p_shader_type];
+}
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h
new file mode 100644
index 0000000000..dbf7a92e23
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h
@@ -0,0 +1,421 @@
+/*************************************************************************/
+/* material_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef MATERIAL_STORAGE_RD_H
+#define MATERIAL_STORAGE_RD_H
+
+#include "core/math/projection.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/shader_compiler.h"
+#include "servers/rendering/shader_language.h"
+#include "servers/rendering/storage/material_storage.h"
+#include "servers/rendering/storage/utilities.h"
+
+namespace RendererRD {
+
+class MaterialStorage : public RendererMaterialStorage {
+public:
+ enum ShaderType {
+ SHADER_TYPE_2D,
+ SHADER_TYPE_3D,
+ SHADER_TYPE_PARTICLES,
+ SHADER_TYPE_SKY,
+ SHADER_TYPE_FOG,
+ SHADER_TYPE_MAX
+ };
+
+ struct ShaderData {
+ virtual void set_code(const String &p_Code) = 0;
+ virtual void set_path_hint(const String &p_hint) = 0;
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
+
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
+ virtual bool is_param_texture(const StringName &p_param) const = 0;
+ virtual bool is_animated() const = 0;
+ virtual bool casts_shadows() const = 0;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
+
+ virtual ~ShaderData() {}
+ };
+
+ struct MaterialData {
+ void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
+ void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
+
+ virtual void set_render_priority(int p_priority) = 0;
+ virtual void set_next_pass(RID p_pass) = 0;
+ virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
+ virtual ~MaterialData();
+
+ //to be used internally by update_parameters, in the most common configuration of material parameters
+ bool update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void free_parameters_uniform_set(RID p_uniform_set);
+
+ private:
+ friend class MaterialStorage;
+
+ RID self;
+ List<RID>::Element *global_buffer_E = nullptr;
+ List<RID>::Element *global_texture_E = nullptr;
+ uint64_t global_textures_pass = 0;
+ HashMap<StringName, uint64_t> used_global_textures;
+
+ //internally by update_parameters_uniform_set
+ Vector<uint8_t> ubo_data;
+ RID uniform_buffer;
+ Vector<RID> texture_cache;
+ };
+
+private:
+ static MaterialStorage *singleton;
+
+ /* Samplers */
+
+ RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
+ RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
+
+ /* Buffers */
+
+ RID quad_index_buffer;
+ RID quad_index_array;
+
+ /* GLOBAL SHADER UNIFORM API */
+
+ struct GlobalShaderUniforms {
+ enum {
+ BUFFER_DIRTY_REGION_SIZE = 1024
+ };
+ struct Variable {
+ HashSet<RID> texture_materials; // materials using this
+
+ RS::GlobalShaderUniformType type;
+ Variant value;
+ Variant override;
+ int32_t buffer_index; //for vectors
+ int32_t buffer_elements; //for vectors
+ };
+
+ HashMap<StringName, Variable> variables;
+
+ struct Value {
+ float x;
+ float y;
+ float z;
+ float w;
+ };
+
+ struct ValueInt {
+ int32_t x;
+ int32_t y;
+ int32_t z;
+ int32_t w;
+ };
+
+ struct ValueUInt {
+ uint32_t x;
+ uint32_t y;
+ uint32_t z;
+ uint32_t w;
+ };
+
+ struct ValueUsage {
+ uint32_t elements = 0;
+ };
+
+ List<RID> materials_using_buffer;
+ List<RID> materials_using_texture;
+
+ RID buffer;
+ Value *buffer_values = nullptr;
+ ValueUsage *buffer_usage = nullptr;
+ bool *buffer_dirty_regions = nullptr;
+ uint32_t buffer_dirty_region_count = 0;
+
+ uint32_t buffer_size;
+
+ bool must_update_texture_materials = false;
+ bool must_update_buffer_materials = false;
+
+ HashMap<RID, int32_t> instance_buffer_pos;
+ } global_shader_uniforms;
+
+ int32_t _global_shader_uniform_allocate(uint32_t p_elements);
+ void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderUniformType p_type, const Variant &p_value);
+ void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
+
+ /* SHADER API */
+
+ struct Material;
+
+ struct Shader {
+ ShaderData *data = nullptr;
+ String code;
+ String path_hint;
+ ShaderType type;
+ HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
+ HashSet<Material *> owners;
+ };
+
+ typedef ShaderData *(*ShaderDataRequestFunction)();
+ ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
+
+ mutable RID_Owner<Shader, true> shader_owner;
+ Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }
+
+ /* MATERIAL API */
+
+ typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
+
+ struct Material {
+ RID self;
+ MaterialData *data = nullptr;
+ Shader *shader = nullptr;
+ //shortcut to shader data and type
+ ShaderType shader_type = SHADER_TYPE_MAX;
+ uint32_t shader_id = 0;
+ bool uniform_dirty = false;
+ bool texture_dirty = false;
+ HashMap<StringName, Variant> params;
+ int32_t priority = 0;
+ RID next_pass;
+ SelfList<Material> update_element;
+
+ Dependency dependency;
+
+ Material() :
+ update_element(this) {}
+ };
+
+ MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
+ mutable RID_Owner<Material, true> material_owner;
+ Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
+
+ SelfList<Material>::List material_update_list;
+
+ static void _material_uniform_set_erased(void *p_material);
+
+public:
+ static MaterialStorage *get_singleton();
+
+ MaterialStorage();
+ virtual ~MaterialStorage();
+
+ /* Helpers */
+
+ static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.basis.rows[0][0];
+ p_array[1] = p_mtx.basis.rows[1][0];
+ p_array[2] = p_mtx.basis.rows[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.basis.rows[0][1];
+ p_array[5] = p_mtx.basis.rows[1][1];
+ p_array[6] = p_mtx.basis.rows[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.basis.rows[0][2];
+ p_array[9] = p_mtx.basis.rows[1][2];
+ p_array[10] = p_mtx.basis.rows[2][2];
+ p_array[11] = 0;
+ p_array[12] = p_mtx.origin.x;
+ p_array[13] = p_mtx.origin.y;
+ p_array[14] = p_mtx.origin.z;
+ p_array[15] = 1;
+ }
+
+ static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.rows[0][0];
+ p_array[1] = p_mtx.rows[1][0];
+ p_array[2] = p_mtx.rows[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.rows[0][1];
+ p_array[5] = p_mtx.rows[1][1];
+ p_array[6] = p_mtx.rows[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.rows[0][2];
+ p_array[9] = p_mtx.rows[1][2];
+ p_array[10] = p_mtx.rows[2][2];
+ p_array[11] = 0;
+ }
+
+ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.rows[0][0];
+ p_array[1] = p_mtx.rows[1][0];
+ p_array[2] = p_mtx.rows[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.rows[0][1];
+ p_array[5] = p_mtx.rows[1][1];
+ p_array[6] = p_mtx.rows[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.rows[0][2];
+ p_array[9] = p_mtx.rows[1][2];
+ p_array[10] = p_mtx.rows[2][2];
+ p_array[11] = 0;
+ }
+
+ static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.basis.rows[0][0];
+ p_array[1] = p_mtx.basis.rows[0][1];
+ p_array[2] = p_mtx.basis.rows[0][2];
+ p_array[3] = p_mtx.origin.x;
+ p_array[4] = p_mtx.basis.rows[1][0];
+ p_array[5] = p_mtx.basis.rows[1][1];
+ p_array[6] = p_mtx.basis.rows[1][2];
+ p_array[7] = p_mtx.origin.y;
+ p_array[8] = p_mtx.basis.rows[2][0];
+ p_array[9] = p_mtx.basis.rows[2][1];
+ p_array[10] = p_mtx.basis.rows[2][2];
+ p_array[11] = p_mtx.origin.z;
+ }
+
+ static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
+ }
+ }
+ }
+
+ static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
+ for (int i = 0; i < 128; i++) {
+ p_array[i] = p_kernel[i];
+ }
+ }
+
+ /* Samplers */
+
+ _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
+ return default_rd_samplers[p_filter][p_repeat];
+ }
+ _FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
+ return custom_rd_samplers[p_filter][p_repeat];
+ }
+
+ void sampler_rd_configure_custom(float mipmap_bias);
+
+ // void sampler_rd_set_default(float p_mipmap_bias);
+
+ /* Buffers */
+
+ RID get_quad_index_array() { return quad_index_array; }
+
+ /* GLOBAL SHADER UNIFORM API */
+
+ void _update_global_shader_uniforms();
+
+ virtual void global_shader_uniform_add(const StringName &p_name, RS::GlobalShaderUniformType p_type, const Variant &p_value) override;
+ virtual void global_shader_uniform_remove(const StringName &p_name) override;
+ virtual Vector<StringName> global_shader_uniform_get_list() const override;
+
+ virtual void global_shader_uniform_set(const StringName &p_name, const Variant &p_value) override;
+ virtual void global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) override;
+ virtual Variant global_shader_uniform_get(const StringName &p_name) const override;
+ virtual RS::GlobalShaderUniformType global_shader_uniform_get_type(const StringName &p_name) const override;
+ RS::GlobalShaderUniformType global_shader_uniform_get_type_internal(const StringName &p_name) const;
+
+ virtual void global_shader_uniforms_load_settings(bool p_load_textures = true) override;
+ virtual void global_shader_uniforms_clear() override;
+
+ virtual int32_t global_shader_uniforms_instance_allocate(RID p_instance) override;
+ virtual void global_shader_uniforms_instance_free(RID p_instance) override;
+ virtual void global_shader_uniforms_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
+
+ RID global_shader_uniforms_get_storage_buffer() const;
+
+ /* SHADER API */
+
+ bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };
+
+ virtual RID shader_allocate() override;
+ virtual void shader_initialize(RID p_shader) override;
+ virtual void shader_free(RID p_rid) override;
+
+ virtual void shader_set_code(RID p_shader, const String &p_code) override;
+ virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
+ virtual String shader_get_code(RID p_shader) const override;
+ virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
+
+ virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
+ virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
+ virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const override;
+ void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
+
+ virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
+
+ /* MATERIAL API */
+
+ bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
+
+ void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
+ void _update_queued_materials();
+
+ virtual RID material_allocate() override;
+ virtual void material_initialize(RID p_material) override;
+ virtual void material_free(RID p_rid) override;
+
+ virtual void material_set_shader(RID p_material, RID p_shader) override;
+ ShaderData *material_get_shader_data(RID p_material);
+
+ virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
+ virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
+
+ virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
+ virtual void material_set_render_priority(RID p_material, int priority) override;
+
+ virtual bool material_is_animated(RID p_material) override;
+ virtual bool material_casts_shadows(RID p_material) override;
+
+ virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) override;
+
+ virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
+
+ void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
+ MaterialDataRequestFunction material_get_data_request_function(ShaderType p_shader_type);
+
+ _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ return material->shader_id;
+ }
+
+ _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
+ Material *material = material_owner.get_or_null(p_material);
+ if (!material || material->shader_type != p_shader_type) {
+ return nullptr;
+ } else {
+ return material->data;
+ }
+ }
+};
+
+} // namespace RendererRD
+
+#endif // MATERIAL_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
new file mode 100644
index 0000000000..dc3f35f942
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -0,0 +1,1937 @@
+/*************************************************************************/
+/* mesh_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "mesh_storage.h"
+
+using namespace RendererRD;
+
+MeshStorage *MeshStorage::singleton = nullptr;
+
+MeshStorage *MeshStorage::get_singleton() {
+ return singleton;
+}
+
+MeshStorage::MeshStorage() {
+ singleton = this;
+
+ default_rd_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4);
+
+ //default rd buffers
+ {
+ Vector<uint8_t> buffer;
+ {
+ buffer.resize(sizeof(float) * 3);
+ {
+ uint8_t *w = buffer.ptrw();
+ float *fptr = reinterpret_cast<float *>(w);
+ fptr[0] = 0.0;
+ fptr[1] = 0.0;
+ fptr[2] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_VERTEX] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //normal
+ buffer.resize(sizeof(float) * 3);
+ {
+ uint8_t *w = buffer.ptrw();
+ float *fptr = reinterpret_cast<float *>(w);
+ fptr[0] = 1.0;
+ fptr[1] = 0.0;
+ fptr[2] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_NORMAL] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //tangent
+ buffer.resize(sizeof(float) * 4);
+ {
+ uint8_t *w = buffer.ptrw();
+ float *fptr = reinterpret_cast<float *>(w);
+ fptr[0] = 1.0;
+ fptr[1] = 0.0;
+ fptr[2] = 0.0;
+ fptr[3] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TANGENT] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //color
+ buffer.resize(sizeof(float) * 4);
+ {
+ uint8_t *w = buffer.ptrw();
+ float *fptr = reinterpret_cast<float *>(w);
+ fptr[0] = 1.0;
+ fptr[1] = 1.0;
+ fptr[2] = 1.0;
+ fptr[3] = 1.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_COLOR] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //tex uv 1
+ buffer.resize(sizeof(float) * 2);
+ {
+ uint8_t *w = buffer.ptrw();
+ float *fptr = reinterpret_cast<float *>(w);
+ fptr[0] = 0.0;
+ fptr[1] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+ { //tex uv 2
+ buffer.resize(sizeof(float) * 2);
+ {
+ uint8_t *w = buffer.ptrw();
+ float *fptr = reinterpret_cast<float *>(w);
+ fptr[0] = 0.0;
+ fptr[1] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV2] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ for (int i = 0; i < RS::ARRAY_CUSTOM_COUNT; i++) {
+ buffer.resize(sizeof(float) * 4);
+ {
+ uint8_t *w = buffer.ptrw();
+ float *fptr = reinterpret_cast<float *>(w);
+ fptr[0] = 0.0;
+ fptr[1] = 0.0;
+ fptr[2] = 0.0;
+ fptr[3] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_CUSTOM0 + i] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //bones
+ buffer.resize(sizeof(uint32_t) * 4);
+ {
+ uint8_t *w = buffer.ptrw();
+ uint32_t *fptr = reinterpret_cast<uint32_t *>(w);
+ fptr[0] = 0;
+ fptr[1] = 0;
+ fptr[2] = 0;
+ fptr[3] = 0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_BONES] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //weights
+ buffer.resize(sizeof(float) * 4);
+ {
+ uint8_t *w = buffer.ptrw();
+ float *fptr = reinterpret_cast<float *>(w);
+ fptr[0] = 0.0;
+ fptr[1] = 0.0;
+ fptr[2] = 0.0;
+ fptr[3] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_WEIGHTS] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+ }
+
+ {
+ Vector<String> skeleton_modes;
+ skeleton_modes.push_back("\n#define MODE_2D\n");
+ skeleton_modes.push_back("");
+
+ skeleton_shader.shader.initialize(skeleton_modes);
+ skeleton_shader.version = skeleton_shader.shader.version_create();
+ for (int i = 0; i < SkeletonShader::SHADER_MODE_MAX; i++) {
+ skeleton_shader.version_shader[i] = skeleton_shader.shader.version_get_shader(skeleton_shader.version, i);
+ skeleton_shader.pipeline[i] = RD::get_singleton()->compute_pipeline_create(skeleton_shader.version_shader[i]);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.append_id(default_rd_storage_buffer);
+ uniforms.push_back(u);
+ }
+ skeleton_shader.default_skeleton_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON);
+ }
+ }
+}
+
+MeshStorage::~MeshStorage() {
+ //def buffers
+ for (int i = 0; i < DEFAULT_RD_BUFFER_MAX; i++) {
+ RD::get_singleton()->free(mesh_default_rd_buffers[i]);
+ }
+
+ skeleton_shader.shader.version_free(skeleton_shader.version);
+
+ RD::get_singleton()->free(default_rd_storage_buffer);
+
+ singleton = nullptr;
+}
+
+/* MESH API */
+
+RID MeshStorage::mesh_allocate() {
+ return mesh_owner.allocate_rid();
+}
+
+void MeshStorage::mesh_initialize(RID p_rid) {
+ mesh_owner.initialize_rid(p_rid, Mesh());
+}
+
+void MeshStorage::mesh_free(RID p_rid) {
+ mesh_clear(p_rid);
+ mesh_set_shadow_mesh(p_rid, RID());
+ Mesh *mesh = mesh_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!mesh);
+
+ mesh->dependency.deleted_notify(p_rid);
+ if (mesh->instances.size()) {
+ ERR_PRINT("deleting mesh with active instances");
+ }
+ if (mesh->shadow_owners.size()) {
+ for (Mesh *E : mesh->shadow_owners) {
+ Mesh *shadow_owner = E;
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+ }
+ }
+ mesh_owner.free(p_rid);
+}
+
+void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
+ ERR_FAIL_COND(p_blend_shape_count < 0);
+
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist
+
+ mesh->blend_shape_count = p_blend_shape_count;
+}
+
+/// Returns stride
+void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES);
+
+#ifdef DEBUG_ENABLED
+ //do a validation, to catch errors first
+ {
+ uint32_t stride = 0;
+ uint32_t attrib_stride = 0;
+ uint32_t skin_stride = 0;
+
+ for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) {
+ if ((p_surface.format & (1 << i))) {
+ switch (i) {
+ case RS::ARRAY_VERTEX: {
+ if (p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
+ stride += sizeof(float) * 2;
+ } else {
+ stride += sizeof(float) * 3;
+ }
+
+ } break;
+ case RS::ARRAY_NORMAL: {
+ stride += sizeof(int32_t);
+
+ } break;
+ case RS::ARRAY_TANGENT: {
+ stride += sizeof(int32_t);
+
+ } break;
+ case RS::ARRAY_COLOR: {
+ attrib_stride += sizeof(uint32_t);
+ } break;
+ case RS::ARRAY_TEX_UV: {
+ attrib_stride += sizeof(float) * 2;
+
+ } break;
+ case RS::ARRAY_TEX_UV2: {
+ attrib_stride += sizeof(float) * 2;
+
+ } break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ int idx = i - RS::ARRAY_CUSTOM0;
+ const uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
+ uint32_t fmt = (p_surface.format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
+ const uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
+ attrib_stride += fmtsize[fmt];
+
+ } break;
+ case RS::ARRAY_WEIGHTS:
+ case RS::ARRAY_BONES: {
+ //uses a separate array
+ bool use_8 = p_surface.format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
+ skin_stride += sizeof(int16_t) * (use_8 ? 16 : 8);
+ } break;
+ }
+ }
+ }
+
+ int expected_size = stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of vertex data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
+
+ int bs_expected_size = expected_size * mesh->blend_shape_count;
+
+ ERR_FAIL_COND_MSG(bs_expected_size != p_surface.blend_shape_data.size(), "Size of blend shape data provided (" + itos(p_surface.blend_shape_data.size()) + ") does not match expected (" + itos(bs_expected_size) + ")");
+
+ int expected_attrib_size = attrib_stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_attrib_size != p_surface.attribute_data.size(), "Size of attribute data provided (" + itos(p_surface.attribute_data.size()) + ") does not match expected (" + itos(expected_attrib_size) + ")");
+
+ if ((p_surface.format & RS::ARRAY_FORMAT_WEIGHTS) && (p_surface.format & RS::ARRAY_FORMAT_BONES)) {
+ expected_size = skin_stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_size != p_surface.skin_data.size(), "Size of skin data provided (" + itos(p_surface.skin_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
+ }
+ }
+
+#endif
+
+ Mesh::Surface *s = memnew(Mesh::Surface);
+
+ s->format = p_surface.format;
+ s->primitive = p_surface.primitive;
+
+ bool use_as_storage = (p_surface.skin_data.size() || mesh->blend_shape_count > 0);
+
+ s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data, use_as_storage);
+ s->vertex_buffer_size = p_surface.vertex_data.size();
+
+ if (p_surface.attribute_data.size()) {
+ s->attribute_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.attribute_data.size(), p_surface.attribute_data);
+ }
+ if (p_surface.skin_data.size()) {
+ s->skin_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.skin_data.size(), p_surface.skin_data, use_as_storage);
+ s->skin_buffer_size = p_surface.skin_data.size();
+ }
+
+ s->vertex_count = p_surface.vertex_count;
+
+ if (p_surface.format & RS::ARRAY_FORMAT_BONES) {
+ mesh->has_bone_weights = true;
+ }
+
+ if (p_surface.index_count) {
+ bool is_index_16 = p_surface.vertex_count <= 65536;
+
+ s->index_buffer = RD::get_singleton()->index_buffer_create(p_surface.index_count, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.index_data, false);
+ s->index_count = p_surface.index_count;
+ s->index_array = RD::get_singleton()->index_array_create(s->index_buffer, 0, s->index_count);
+ if (p_surface.lods.size()) {
+ s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size());
+ s->lod_count = p_surface.lods.size();
+
+ for (int i = 0; i < p_surface.lods.size(); i++) {
+ uint32_t indices = p_surface.lods[i].index_data.size() / (is_index_16 ? 2 : 4);
+ s->lods[i].index_buffer = RD::get_singleton()->index_buffer_create(indices, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.lods[i].index_data);
+ s->lods[i].index_array = RD::get_singleton()->index_array_create(s->lods[i].index_buffer, 0, indices);
+ s->lods[i].edge_length = p_surface.lods[i].edge_length;
+ s->lods[i].index_count = indices;
+ }
+ }
+ }
+
+ s->aabb = p_surface.aabb;
+ s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
+
+ if (mesh->blend_shape_count > 0) {
+ s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data);
+ }
+
+ if (use_as_storage) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.append_id(s->vertex_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ if (s->skin_buffer.is_valid()) {
+ u.append_id(s->skin_buffer);
+ } else {
+ u.append_id(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ if (s->blend_shape_buffer.is_valid()) {
+ u.append_id(s->blend_shape_buffer);
+ } else {
+ u.append_id(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+
+ s->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SURFACE);
+ }
+
+ if (mesh->surface_count == 0) {
+ mesh->bone_aabbs = p_surface.bone_aabbs;
+ mesh->aabb = p_surface.aabb;
+ } else {
+ if (mesh->bone_aabbs.size() < p_surface.bone_aabbs.size()) {
+ // ArrayMesh::_surface_set_data only allocates bone_aabbs up to max_bone
+ // Each surface may affect different numbers of bones.
+ mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
+ }
+ for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
+ mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
+ }
+ mesh->aabb.merge_with(p_surface.aabb);
+ }
+
+ s->material = p_surface.material;
+
+ mesh->surfaces = (Mesh::Surface **)memrealloc(mesh->surfaces, sizeof(Mesh::Surface *) * (mesh->surface_count + 1));
+ mesh->surfaces[mesh->surface_count] = s;
+ mesh->surface_count++;
+
+ for (MeshInstance *mi : mesh->instances) {
+ _mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
+ }
+
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+
+ for (Mesh *E : mesh->shadow_owners) {
+ Mesh *shadow_owner = E;
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+ }
+
+ mesh->material_cache.clear();
+}
+
+int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const {
+ const Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, -1);
+ return mesh->blend_shape_count;
+}
+
+void MeshStorage::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX((int)p_mode, 2);
+
+ mesh->blend_shape_mode = p_mode;
+}
+
+RS::BlendShapeMode MeshStorage::mesh_get_blend_shape_mode(RID p_mesh) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RS::BLEND_SHAPE_MODE_NORMALIZED);
+ return mesh->blend_shape_mode;
+}
+
+void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+
+ RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->vertex_buffer, p_offset, data_size, r);
+}
+
+void MeshStorage::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+ ERR_FAIL_COND(mesh->surfaces[p_surface]->attribute_buffer.is_null());
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+
+ RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->attribute_buffer, p_offset, data_size, r);
+}
+
+void MeshStorage::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+ ERR_FAIL_COND(mesh->surfaces[p_surface]->skin_buffer.is_null());
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+
+ RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->skin_buffer, p_offset, data_size, r);
+}
+
+void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ mesh->surfaces[p_surface]->material = p_material;
+
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+ mesh->material_cache.clear();
+}
+
+RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
+ ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID());
+
+ return mesh->surfaces[p_surface]->material;
+}
+
+RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RS::SurfaceData());
+ ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData());
+
+ Mesh::Surface &s = *mesh->surfaces[p_surface];
+
+ RS::SurfaceData sd;
+ sd.format = s.format;
+ sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer);
+ if (s.attribute_buffer.is_valid()) {
+ sd.attribute_data = RD::get_singleton()->buffer_get_data(s.attribute_buffer);
+ }
+ if (s.skin_buffer.is_valid()) {
+ sd.skin_data = RD::get_singleton()->buffer_get_data(s.skin_buffer);
+ }
+ sd.vertex_count = s.vertex_count;
+ sd.index_count = s.index_count;
+ sd.primitive = s.primitive;
+
+ if (sd.index_count) {
+ sd.index_data = RD::get_singleton()->buffer_get_data(s.index_buffer);
+ }
+ sd.aabb = s.aabb;
+ for (uint32_t i = 0; i < s.lod_count; i++) {
+ RS::SurfaceData::LOD lod;
+ lod.edge_length = s.lods[i].edge_length;
+ lod.index_data = RD::get_singleton()->buffer_get_data(s.lods[i].index_buffer);
+ sd.lods.push_back(lod);
+ }
+
+ sd.bone_aabbs = s.bone_aabbs;
+
+ if (s.blend_shape_buffer.is_valid()) {
+ sd.blend_shape_data = RD::get_singleton()->buffer_get_data(s.blend_shape_buffer);
+ }
+
+ return sd;
+}
+
+int MeshStorage::mesh_get_surface_count(RID p_mesh) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, 0);
+ return mesh->surface_count;
+}
+
+void MeshStorage::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ mesh->custom_aabb = p_aabb;
+}
+
+AABB MeshStorage::mesh_get_custom_aabb(RID p_mesh) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+ return mesh->custom_aabb;
+}
+
+AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+
+ if (mesh->custom_aabb != AABB()) {
+ return mesh->custom_aabb;
+ }
+
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ if (!skeleton || skeleton->size == 0) {
+ return mesh->aabb;
+ }
+
+ AABB aabb;
+
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ AABB laabb;
+ if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
+ int bs = mesh->surfaces[i]->bone_aabbs.size();
+ const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
+
+ int sbs = skeleton->size;
+ ERR_CONTINUE(bs > sbs);
+ const float *baseptr = skeleton->data.ptr();
+
+ bool first = true;
+
+ if (skeleton->use_2d) {
+ for (int j = 0; j < bs; j++) {
+ if (skbones[0].size == Vector3()) {
+ continue; //bone is unused
+ }
+
+ const float *dataptr = baseptr + j * 8;
+
+ Transform3D mtx;
+
+ mtx.basis.rows[0].x = dataptr[0];
+ mtx.basis.rows[1].x = dataptr[1];
+ mtx.origin.x = dataptr[3];
+
+ mtx.basis.rows[0].y = dataptr[4];
+ mtx.basis.rows[1].y = dataptr[5];
+ mtx.origin.y = dataptr[7];
+
+ AABB baabb = mtx.xform(skbones[j]);
+
+ if (first) {
+ laabb = baabb;
+ first = false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ } else {
+ for (int j = 0; j < bs; j++) {
+ if (skbones[0].size == Vector3()) {
+ continue; //bone is unused
+ }
+
+ const float *dataptr = baseptr + j * 12;
+
+ Transform3D mtx;
+
+ mtx.basis.rows[0][0] = dataptr[0];
+ mtx.basis.rows[0][1] = dataptr[1];
+ mtx.basis.rows[0][2] = dataptr[2];
+ mtx.origin.x = dataptr[3];
+ mtx.basis.rows[1][0] = dataptr[4];
+ mtx.basis.rows[1][1] = dataptr[5];
+ mtx.basis.rows[1][2] = dataptr[6];
+ mtx.origin.y = dataptr[7];
+ mtx.basis.rows[2][0] = dataptr[8];
+ mtx.basis.rows[2][1] = dataptr[9];
+ mtx.basis.rows[2][2] = dataptr[10];
+ mtx.origin.z = dataptr[11];
+
+ AABB baabb = mtx.xform(skbones[j]);
+ if (first) {
+ laabb = baabb;
+ first = false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ }
+
+ if (laabb.size == Vector3()) {
+ laabb = mesh->surfaces[i]->aabb;
+ }
+ } else {
+ laabb = mesh->surfaces[i]->aabb;
+ }
+
+ if (i == 0) {
+ aabb = laabb;
+ } else {
+ aabb.merge_with(laabb);
+ }
+ }
+
+ return aabb;
+}
+
+void MeshStorage::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ Mesh *shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.erase(mesh);
+ }
+ mesh->shadow_mesh = p_shadow_mesh;
+
+ shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
+
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.insert(mesh);
+ }
+
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+}
+
+void MeshStorage::mesh_clear(RID p_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ Mesh::Surface &s = *mesh->surfaces[i];
+ RD::get_singleton()->free(s.vertex_buffer); //clears arrays as dependency automatically, including all versions
+ if (s.attribute_buffer.is_valid()) {
+ RD::get_singleton()->free(s.attribute_buffer);
+ }
+ if (s.skin_buffer.is_valid()) {
+ RD::get_singleton()->free(s.skin_buffer);
+ }
+ if (s.versions) {
+ memfree(s.versions); //reallocs, so free with memfree.
+ }
+
+ if (s.index_buffer.is_valid()) {
+ RD::get_singleton()->free(s.index_buffer);
+ }
+
+ if (s.lod_count) {
+ for (uint32_t j = 0; j < s.lod_count; j++) {
+ RD::get_singleton()->free(s.lods[j].index_buffer);
+ }
+ memdelete_arr(s.lods);
+ }
+
+ if (s.blend_shape_buffer.is_valid()) {
+ RD::get_singleton()->free(s.blend_shape_buffer);
+ }
+
+ memdelete(mesh->surfaces[i]);
+ }
+ if (mesh->surfaces) {
+ memfree(mesh->surfaces);
+ }
+
+ mesh->surfaces = nullptr;
+ mesh->surface_count = 0;
+ mesh->material_cache.clear();
+ //clear instance data
+ for (MeshInstance *mi : mesh->instances) {
+ _mesh_instance_clear(mi);
+ }
+ mesh->has_bone_weights = false;
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+
+ for (Mesh *E : mesh->shadow_owners) {
+ Mesh *shadow_owner = E;
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+ }
+}
+
+bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, false);
+
+ return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton);
+}
+
+Dependency *MeshStorage::mesh_get_dependency(RID p_mesh) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, nullptr);
+
+ return &mesh->dependency;
+}
+
+/* MESH INSTANCE */
+
+RID MeshStorage::mesh_instance_create(RID p_base) {
+ Mesh *mesh = mesh_owner.get_or_null(p_base);
+ ERR_FAIL_COND_V(!mesh, RID());
+
+ RID rid = mesh_instance_owner.make_rid();
+ MeshInstance *mi = mesh_instance_owner.get_or_null(rid);
+
+ mi->mesh = mesh;
+
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ _mesh_instance_add_surface(mi, mesh, i);
+ }
+
+ mi->I = mesh->instances.push_back(mi);
+
+ mi->dirty = true;
+
+ return rid;
+}
+
+void MeshStorage::mesh_instance_free(RID p_rid) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_rid);
+ _mesh_instance_clear(mi);
+ mi->mesh->instances.erase(mi->I);
+ mi->I = nullptr;
+
+ mesh_instance_owner.free(p_rid);
+}
+
+void MeshStorage::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ if (mi->skeleton == p_skeleton) {
+ return;
+ }
+ mi->skeleton = p_skeleton;
+ mi->skeleton_version = 0;
+ mi->dirty = true;
+}
+
+void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ ERR_FAIL_COND(!mi);
+ ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size());
+ mi->blend_weights[p_shape] = p_weight;
+ mi->weights_dirty = true;
+ //will be eventually updated
+}
+
+void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
+ for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
+ if (mi->surfaces[i].versions) {
+ for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) {
+ RD::get_singleton()->free(mi->surfaces[i].versions[j].vertex_array);
+ }
+ memfree(mi->surfaces[i].versions);
+ }
+ if (mi->surfaces[i].vertex_buffer.is_valid()) {
+ RD::get_singleton()->free(mi->surfaces[i].vertex_buffer);
+ }
+ }
+ mi->surfaces.clear();
+
+ if (mi->blend_weights_buffer.is_valid()) {
+ RD::get_singleton()->free(mi->blend_weights_buffer);
+ }
+ mi->blend_weights.clear();
+ mi->weights_dirty = false;
+ mi->skeleton_version = 0;
+}
+
+void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {
+ if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer.is_null()) {
+ mi->blend_weights.resize(mesh->blend_shape_count);
+ for (uint32_t i = 0; i < mi->blend_weights.size(); i++) {
+ mi->blend_weights[i] = 0;
+ }
+ mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array());
+ mi->weights_dirty = true;
+ }
+
+ MeshInstance::Surface s;
+ if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) {
+ //surface warrants transform
+ s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.append_id(s.vertex_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ if (mi->blend_weights_buffer.is_valid()) {
+ u.append_id(mi->blend_weights_buffer);
+ } else {
+ u.append_id(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+ s.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_INSTANCE);
+ }
+
+ mi->surfaces.push_back(s);
+ mi->dirty = true;
+}
+
+void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+
+ bool needs_update = mi->dirty;
+
+ if (mi->weights_dirty && !mi->weight_update_list.in_list()) {
+ dirty_mesh_instance_weights.add(&mi->weight_update_list);
+ needs_update = true;
+ }
+
+ if (mi->array_update_list.in_list()) {
+ return;
+ }
+
+ if (!needs_update && mi->skeleton.is_valid()) {
+ Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
+ if (sk && sk->version != mi->skeleton_version) {
+ needs_update = true;
+ }
+ }
+
+ if (needs_update) {
+ dirty_mesh_instance_arrays.add(&mi->array_update_list);
+ }
+}
+
+void MeshStorage::update_mesh_instances() {
+ while (dirty_mesh_instance_weights.first()) {
+ MeshInstance *mi = dirty_mesh_instance_weights.first()->self();
+
+ if (mi->blend_weights_buffer.is_valid()) {
+ RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr());
+ }
+ dirty_mesh_instance_weights.remove(&mi->weight_update_list);
+ mi->weights_dirty = false;
+ }
+ if (dirty_mesh_instance_arrays.first() == nullptr) {
+ return; //nothing to do
+ }
+
+ //process skeletons and blend shapes
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ while (dirty_mesh_instance_arrays.first()) {
+ MeshInstance *mi = dirty_mesh_instance_arrays.first()->self();
+
+ Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
+
+ for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
+ if (mi->surfaces[i].uniform_set == RID() || mi->mesh->surfaces[i]->uniform_set == RID()) {
+ continue;
+ }
+
+ bool array_is_2d = mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_2D_VERTICES;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, skeleton_shader.pipeline[array_is_2d ? SkeletonShader::SHADER_MODE_2D : SkeletonShader::SHADER_MODE_3D]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->surfaces[i].uniform_set, SkeletonShader::UNIFORM_SET_INSTANCE);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->mesh->surfaces[i]->uniform_set, SkeletonShader::UNIFORM_SET_SURFACE);
+ if (sk && sk->uniform_set_mi.is_valid()) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sk->uniform_set_mi, SkeletonShader::UNIFORM_SET_SKELETON);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, skeleton_shader.default_skeleton_uniform_set, SkeletonShader::UNIFORM_SET_SKELETON);
+ }
+
+ SkeletonShader::PushConstant push_constant;
+
+ push_constant.has_normal = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_NORMAL;
+ push_constant.has_tangent = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_TANGENT;
+ push_constant.has_skeleton = sk != nullptr && sk->use_2d == array_is_2d && (mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES);
+ push_constant.has_blend_shape = mi->mesh->blend_shape_count > 0;
+
+ push_constant.vertex_count = mi->mesh->surfaces[i]->vertex_count;
+ push_constant.vertex_stride = (mi->mesh->surfaces[i]->vertex_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4;
+ push_constant.skin_stride = (mi->mesh->surfaces[i]->skin_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4;
+ push_constant.skin_weight_offset = (mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 4 : 2;
+
+ push_constant.blend_shape_count = mi->mesh->blend_shape_count;
+ push_constant.normalized_blend_shapes = mi->mesh->blend_shape_mode == RS::BLEND_SHAPE_MODE_NORMALIZED;
+ push_constant.pad0 = 0;
+ push_constant.pad1 = 0;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SkeletonShader::PushConstant));
+
+ //dispatch without barrier, so all is done at the same time
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.vertex_count, 1, 1);
+ }
+
+ mi->dirty = false;
+ if (sk) {
+ mi->skeleton_version = sk->version;
+ }
+ dirty_mesh_instance_arrays.remove(&mi->array_update_list);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) {
+ Vector<RD::VertexAttribute> attributes;
+ Vector<RID> buffers;
+
+ uint32_t stride = 0;
+ uint32_t attribute_stride = 0;
+ uint32_t skin_stride = 0;
+
+ for (int i = 0; i < RS::ARRAY_INDEX; i++) {
+ RD::VertexAttribute vd;
+ RID buffer;
+ vd.location = i;
+
+ if (!(s->format & (1 << i))) {
+ // Not supplied by surface, use default value
+ buffer = mesh_default_rd_buffers[i];
+ vd.stride = 0;
+ switch (i) {
+ case RS::ARRAY_VERTEX: {
+ vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
+
+ } break;
+ case RS::ARRAY_NORMAL: {
+ vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
+ } break;
+ case RS::ARRAY_TANGENT: {
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ } break;
+ case RS::ARRAY_COLOR: {
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+
+ } break;
+ case RS::ARRAY_TEX_UV: {
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+
+ } break;
+ case RS::ARRAY_TEX_UV2: {
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ } break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ //assumed weights too
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ } break;
+ case RS::ARRAY_BONES: {
+ //assumed weights too
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
+ } break;
+ case RS::ARRAY_WEIGHTS: {
+ //assumed weights too
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ } break;
+ }
+ } else {
+ //Supplied, use it
+
+ vd.stride = 1; //mark that it needs a stride set (default uses 0)
+
+ switch (i) {
+ case RS::ARRAY_VERTEX: {
+ vd.offset = stride;
+
+ if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ stride += sizeof(float) * 2;
+ } else {
+ vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
+ stride += sizeof(float) * 3;
+ }
+
+ if (mis) {
+ buffer = mis->vertex_buffer;
+ } else {
+ buffer = s->vertex_buffer;
+ }
+
+ } break;
+ case RS::ARRAY_NORMAL: {
+ vd.offset = stride;
+
+ vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
+
+ stride += sizeof(uint32_t);
+ if (mis) {
+ buffer = mis->vertex_buffer;
+ } else {
+ buffer = s->vertex_buffer;
+ }
+ } break;
+ case RS::ARRAY_TANGENT: {
+ vd.offset = stride;
+
+ vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
+ stride += sizeof(uint32_t);
+ if (mis) {
+ buffer = mis->vertex_buffer;
+ } else {
+ buffer = s->vertex_buffer;
+ }
+ } break;
+ case RS::ARRAY_COLOR: {
+ vd.offset = attribute_stride;
+
+ vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ attribute_stride += sizeof(int8_t) * 4;
+ buffer = s->attribute_buffer;
+ } break;
+ case RS::ARRAY_TEX_UV: {
+ vd.offset = attribute_stride;
+
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ attribute_stride += sizeof(float) * 2;
+ buffer = s->attribute_buffer;
+
+ } break;
+ case RS::ARRAY_TEX_UV2: {
+ vd.offset = attribute_stride;
+
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ attribute_stride += sizeof(float) * 2;
+ buffer = s->attribute_buffer;
+ } break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ vd.offset = attribute_stride;
+
+ int idx = i - RS::ARRAY_CUSTOM0;
+ const uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
+ uint32_t fmt = (s->format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
+ const uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
+ const RD::DataFormat fmtrd[RS::ARRAY_CUSTOM_MAX] = { RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::DATA_FORMAT_R8G8B8A8_SNORM, RD::DATA_FORMAT_R16G16_SFLOAT, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::DATA_FORMAT_R32_SFLOAT, RD::DATA_FORMAT_R32G32_SFLOAT, RD::DATA_FORMAT_R32G32B32_SFLOAT, RD::DATA_FORMAT_R32G32B32A32_SFLOAT };
+ vd.format = fmtrd[fmt];
+ attribute_stride += fmtsize[fmt];
+ buffer = s->attribute_buffer;
+ } break;
+ case RS::ARRAY_BONES: {
+ vd.offset = skin_stride;
+
+ vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
+ skin_stride += sizeof(int16_t) * 4;
+ buffer = s->skin_buffer;
+ } break;
+ case RS::ARRAY_WEIGHTS: {
+ vd.offset = skin_stride;
+
+ vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
+ skin_stride += sizeof(int16_t) * 4;
+ buffer = s->skin_buffer;
+ } break;
+ }
+ }
+
+ if (!(p_input_mask & (1 << i))) {
+ continue; // Shader does not need this, skip it (but computing stride was important anyway)
+ }
+
+ attributes.push_back(vd);
+ buffers.push_back(buffer);
+ }
+
+ //update final stride
+ for (int i = 0; i < attributes.size(); i++) {
+ if (attributes[i].stride == 0) {
+ continue; //default location
+ }
+ int loc = attributes[i].location;
+
+ if (loc < RS::ARRAY_COLOR) {
+ attributes.write[i].stride = stride;
+ } else if (loc < RS::ARRAY_BONES) {
+ attributes.write[i].stride = attribute_stride;
+ } else {
+ attributes.write[i].stride = skin_stride;
+ }
+ }
+
+ v.input_mask = p_input_mask;
+ v.vertex_format = RD::get_singleton()->vertex_format_create(attributes);
+ v.vertex_array = RD::get_singleton()->vertex_array_create(s->vertex_count, v.vertex_format, buffers);
+}
+
+////////////////// MULTIMESH
+
+RID MeshStorage::multimesh_allocate() {
+ return multimesh_owner.allocate_rid();
+}
+void MeshStorage::multimesh_initialize(RID p_rid) {
+ multimesh_owner.initialize_rid(p_rid, MultiMesh());
+}
+
+void MeshStorage::multimesh_free(RID p_rid) {
+ _update_dirty_multimeshes();
+ multimesh_allocate_data(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_rid);
+ multimesh->dependency.deleted_notify(p_rid);
+ multimesh_owner.free(p_rid);
+}
+
+void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ if (multimesh->instances == p_instances && multimesh->xform_format == p_transform_format && multimesh->uses_colors == p_use_colors && multimesh->uses_custom_data == p_use_custom_data) {
+ return;
+ }
+
+ if (multimesh->buffer.is_valid()) {
+ RD::get_singleton()->free(multimesh->buffer);
+ multimesh->buffer = RID();
+ multimesh->uniform_set_2d = RID(); //cleared by dependency
+ multimesh->uniform_set_3d = RID(); //cleared by dependency
+ }
+
+ if (multimesh->data_cache_dirty_regions) {
+ memdelete_arr(multimesh->data_cache_dirty_regions);
+ multimesh->data_cache_dirty_regions = nullptr;
+ multimesh->data_cache_used_dirty_regions = 0;
+ }
+
+ multimesh->instances = p_instances;
+ multimesh->xform_format = p_transform_format;
+ multimesh->uses_colors = p_use_colors;
+ multimesh->color_offset_cache = p_transform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
+ multimesh->uses_custom_data = p_use_custom_data;
+ multimesh->custom_data_offset_cache = multimesh->color_offset_cache + (p_use_colors ? 4 : 0);
+ multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 4 : 0);
+ multimesh->buffer_set = false;
+
+ //print_line("allocate, elements: " + itos(p_instances) + " 2D: " + itos(p_transform_format == RS::MULTIMESH_TRANSFORM_2D) + " colors " + itos(multimesh->uses_colors) + " data " + itos(multimesh->uses_custom_data) + " stride " + itos(multimesh->stride_cache) + " total size " + itos(multimesh->stride_cache * multimesh->instances));
+ multimesh->data_cache = Vector<float>();
+ multimesh->aabb = AABB();
+ multimesh->aabb_dirty = false;
+ multimesh->visible_instances = MIN(multimesh->visible_instances, multimesh->instances);
+
+ if (multimesh->instances) {
+ multimesh->buffer = RD::get_singleton()->storage_buffer_create(multimesh->instances * multimesh->stride_cache * 4);
+ }
+
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH);
+}
+
+int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, 0);
+ return multimesh->instances;
+}
+
+void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ if (multimesh->mesh == p_mesh) {
+ return;
+ }
+ multimesh->mesh = p_mesh;
+
+ if (multimesh->instances == 0) {
+ return;
+ }
+
+ if (multimesh->data_cache.size()) {
+ //we have a data cache, just mark it dirt
+ _multimesh_mark_all_dirty(multimesh, false, true);
+ } else if (multimesh->instances) {
+ //need to re-create AABB unfortunately, calling this has a penalty
+ if (multimesh->buffer_set) {
+ Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ const uint8_t *r = buffer.ptr();
+ const float *data = reinterpret_cast<const float *>(r);
+ _multimesh_re_create_aabb(multimesh, data, multimesh->instances);
+ }
+ }
+
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+}
+
+#define MULTIMESH_DIRTY_REGION_SIZE 512
+
+void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const {
+ if (multimesh->data_cache.size() > 0) {
+ return; //already local
+ }
+ ERR_FAIL_COND(multimesh->data_cache.size() > 0);
+ // this means that the user wants to load/save individual elements,
+ // for this, the data must reside on CPU, so just copy it there.
+ multimesh->data_cache.resize(multimesh->instances * multimesh->stride_cache);
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ if (multimesh->buffer_set) {
+ Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ {
+ const uint8_t *r = buffer.ptr();
+ memcpy(w, r, buffer.size());
+ }
+ } else {
+ memset(w, 0, (size_t)multimesh->instances * multimesh->stride_cache * sizeof(float));
+ }
+ }
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ multimesh->data_cache_dirty_regions = memnew_arr(bool, data_cache_dirty_region_count);
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ multimesh->data_cache_dirty_regions[i] = false;
+ }
+ multimesh->data_cache_used_dirty_regions = 0;
+}
+
+void MeshStorage::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) {
+ uint32_t region_index = p_index / MULTIMESH_DIRTY_REGION_SIZE;
+#ifdef DEBUG_ENABLED
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ ERR_FAIL_UNSIGNED_INDEX(region_index, data_cache_dirty_region_count); //bug
+#endif
+ if (!multimesh->data_cache_dirty_regions[region_index]) {
+ multimesh->data_cache_dirty_regions[region_index] = true;
+ multimesh->data_cache_used_dirty_regions++;
+ }
+
+ if (p_aabb) {
+ multimesh->aabb_dirty = true;
+ }
+
+ if (!multimesh->dirty) {
+ multimesh->dirty_list = multimesh_dirty_list;
+ multimesh_dirty_list = multimesh;
+ multimesh->dirty = true;
+ }
+}
+
+void MeshStorage::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb) {
+ if (p_data) {
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ if (!multimesh->data_cache_dirty_regions[i]) {
+ multimesh->data_cache_dirty_regions[i] = true;
+ multimesh->data_cache_used_dirty_regions++;
+ }
+ }
+ }
+
+ if (p_aabb) {
+ multimesh->aabb_dirty = true;
+ }
+
+ if (!multimesh->dirty) {
+ multimesh->dirty_list = multimesh_dirty_list;
+ multimesh_dirty_list = multimesh;
+ multimesh->dirty = true;
+ }
+}
+
+void MeshStorage::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) {
+ ERR_FAIL_COND(multimesh->mesh.is_null());
+ AABB aabb;
+ AABB mesh_aabb = mesh_get_aabb(multimesh->mesh);
+ for (int i = 0; i < p_instances; i++) {
+ const float *data = p_data + multimesh->stride_cache * i;
+ Transform3D t;
+
+ if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
+ t.basis.rows[0][0] = data[0];
+ t.basis.rows[0][1] = data[1];
+ t.basis.rows[0][2] = data[2];
+ t.origin.x = data[3];
+ t.basis.rows[1][0] = data[4];
+ t.basis.rows[1][1] = data[5];
+ t.basis.rows[1][2] = data[6];
+ t.origin.y = data[7];
+ t.basis.rows[2][0] = data[8];
+ t.basis.rows[2][1] = data[9];
+ t.basis.rows[2][2] = data[10];
+ t.origin.z = data[11];
+
+ } else {
+ t.basis.rows[0].x = data[0];
+ t.basis.rows[1].x = data[1];
+ t.origin.x = data[3];
+
+ t.basis.rows[0].y = data[4];
+ t.basis.rows[1].y = data[5];
+ t.origin.y = data[7];
+ }
+
+ if (i == 0) {
+ aabb = t.xform(mesh_aabb);
+ } else {
+ aabb.merge_with(t.xform(mesh_aabb));
+ }
+ }
+
+ multimesh->aabb = aabb;
+}
+
+void MeshStorage::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache;
+
+ dataptr[0] = p_transform.basis.rows[0][0];
+ dataptr[1] = p_transform.basis.rows[0][1];
+ dataptr[2] = p_transform.basis.rows[0][2];
+ dataptr[3] = p_transform.origin.x;
+ dataptr[4] = p_transform.basis.rows[1][0];
+ dataptr[5] = p_transform.basis.rows[1][1];
+ dataptr[6] = p_transform.basis.rows[1][2];
+ dataptr[7] = p_transform.origin.y;
+ dataptr[8] = p_transform.basis.rows[2][0];
+ dataptr[9] = p_transform.basis.rows[2][1];
+ dataptr[10] = p_transform.basis.rows[2][2];
+ dataptr[11] = p_transform.origin.z;
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, true);
+}
+
+void MeshStorage::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache;
+
+ dataptr[0] = p_transform.columns[0][0];
+ dataptr[1] = p_transform.columns[1][0];
+ dataptr[2] = 0;
+ dataptr[3] = p_transform.columns[2][0];
+ dataptr[4] = p_transform.columns[0][1];
+ dataptr[5] = p_transform.columns[1][1];
+ dataptr[6] = 0;
+ dataptr[7] = p_transform.columns[2][1];
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, true);
+}
+
+void MeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(!multimesh->uses_colors);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
+
+ dataptr[0] = p_color.r;
+ dataptr[1] = p_color.g;
+ dataptr[2] = p_color.b;
+ dataptr[3] = p_color.a;
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, false);
+}
+
+void MeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(!multimesh->uses_custom_data);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
+
+ dataptr[0] = p_color.r;
+ dataptr[1] = p_color.g;
+ dataptr[2] = p_color.b;
+ dataptr[3] = p_color.a;
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, false);
+}
+
+RID MeshStorage::multimesh_get_mesh(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, RID());
+
+ return multimesh->mesh;
+}
+
+Dependency *MeshStorage::multimesh_get_dependency(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, nullptr);
+
+ return &multimesh->dependency;
+}
+
+Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Transform3D());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform3D());
+ ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D, Transform3D());
+
+ _multimesh_make_local(multimesh);
+
+ Transform3D t;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache;
+
+ t.basis.rows[0][0] = dataptr[0];
+ t.basis.rows[0][1] = dataptr[1];
+ t.basis.rows[0][2] = dataptr[2];
+ t.origin.x = dataptr[3];
+ t.basis.rows[1][0] = dataptr[4];
+ t.basis.rows[1][1] = dataptr[5];
+ t.basis.rows[1][2] = dataptr[6];
+ t.origin.y = dataptr[7];
+ t.basis.rows[2][0] = dataptr[8];
+ t.basis.rows[2][1] = dataptr[9];
+ t.basis.rows[2][2] = dataptr[10];
+ t.origin.z = dataptr[11];
+ }
+
+ return t;
+}
+
+Transform2D MeshStorage::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Transform2D());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform2D());
+ ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D, Transform2D());
+
+ _multimesh_make_local(multimesh);
+
+ Transform2D t;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache;
+
+ t.columns[0][0] = dataptr[0];
+ t.columns[1][0] = dataptr[1];
+ t.columns[2][0] = dataptr[3];
+ t.columns[0][1] = dataptr[4];
+ t.columns[1][1] = dataptr[5];
+ t.columns[2][1] = dataptr[7];
+ }
+
+ return t;
+}
+
+Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Color());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
+ ERR_FAIL_COND_V(!multimesh->uses_colors, Color());
+
+ _multimesh_make_local(multimesh);
+
+ Color c;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
+
+ c.r = dataptr[0];
+ c.g = dataptr[1];
+ c.b = dataptr[2];
+ c.a = dataptr[3];
+ }
+
+ return c;
+}
+
+Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Color());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
+ ERR_FAIL_COND_V(!multimesh->uses_custom_data, Color());
+
+ _multimesh_make_local(multimesh);
+
+ Color c;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
+
+ c.r = dataptr[0];
+ c.g = dataptr[1];
+ c.b = dataptr[2];
+ c.a = dataptr[3];
+ }
+
+ return c;
+}
+
+void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
+
+ {
+ const float *r = p_buffer.ptr();
+ RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r);
+ multimesh->buffer_set = true;
+ }
+
+ if (multimesh->data_cache.size()) {
+ //if we have a data cache, just update it
+ multimesh->data_cache = p_buffer;
+ {
+ //clear dirty since nothing will be dirty anymore
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ multimesh->data_cache_dirty_regions[i] = false;
+ }
+ multimesh->data_cache_used_dirty_regions = 0;
+ }
+
+ _multimesh_mark_all_dirty(multimesh, false, true); //update AABB
+ } else if (multimesh->mesh.is_valid()) {
+ //if we have a mesh set, we need to re-generate the AABB from the new data
+ const float *data = p_buffer.ptr();
+
+ _multimesh_re_create_aabb(multimesh, data, multimesh->instances);
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+ }
+}
+
+Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Vector<float>());
+ if (multimesh->buffer.is_null()) {
+ return Vector<float>();
+ } else if (multimesh->data_cache.size()) {
+ return multimesh->data_cache;
+ } else {
+ //get from memory
+
+ Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ Vector<float> ret;
+ ret.resize(multimesh->instances * multimesh->stride_cache);
+ {
+ float *w = ret.ptrw();
+ const uint8_t *r = buffer.ptr();
+ memcpy(w, r, buffer.size());
+ }
+
+ return ret;
+ }
+}
+
+void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_COND(p_visible < -1 || p_visible > multimesh->instances);
+ if (multimesh->visible_instances == p_visible) {
+ return;
+ }
+
+ if (multimesh->data_cache.size()) {
+ //there is a data cache..
+ _multimesh_mark_all_dirty(multimesh, false, true);
+ }
+
+ multimesh->visible_instances = p_visible;
+
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
+}
+
+int MeshStorage::multimesh_get_visible_instances(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, 0);
+ return multimesh->visible_instances;
+}
+
+AABB MeshStorage::multimesh_get_aabb(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, AABB());
+ if (multimesh->aabb_dirty) {
+ const_cast<MeshStorage *>(this)->_update_dirty_multimeshes();
+ }
+ return multimesh->aabb;
+}
+
+void MeshStorage::_update_dirty_multimeshes() {
+ while (multimesh_dirty_list) {
+ MultiMesh *multimesh = multimesh_dirty_list;
+
+ if (multimesh->data_cache.size()) { //may have been cleared, so only process if it exists
+ const float *data = multimesh->data_cache.ptr();
+
+ uint32_t visible_instances = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances;
+
+ if (multimesh->data_cache_used_dirty_regions) {
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+
+ uint32_t region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float);
+
+ if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) {
+ //if there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much
+ RD::get_singleton()->buffer_update(multimesh->buffer, 0, MIN(visible_region_count * region_size, multimesh->instances * (uint32_t)multimesh->stride_cache * (uint32_t)sizeof(float)), data);
+ } else {
+ //not that many regions? update them all
+ for (uint32_t i = 0; i < visible_region_count; i++) {
+ if (multimesh->data_cache_dirty_regions[i]) {
+ uint32_t offset = i * region_size;
+ uint32_t size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float);
+ uint32_t region_start_index = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * i;
+ RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[region_start_index]);
+ }
+ }
+ }
+
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ multimesh->data_cache_dirty_regions[i] = false;
+ }
+
+ multimesh->data_cache_used_dirty_regions = 0;
+ }
+
+ if (multimesh->aabb_dirty) {
+ //aabb is dirty..
+ _multimesh_re_create_aabb(multimesh, data, visible_instances);
+ multimesh->aabb_dirty = false;
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+ }
+ }
+
+ multimesh_dirty_list = multimesh->dirty_list;
+
+ multimesh->dirty_list = nullptr;
+ multimesh->dirty = false;
+ }
+
+ multimesh_dirty_list = nullptr;
+}
+
+/* SKELETON API */
+
+RID MeshStorage::skeleton_allocate() {
+ return skeleton_owner.allocate_rid();
+}
+void MeshStorage::skeleton_initialize(RID p_rid) {
+ skeleton_owner.initialize_rid(p_rid, Skeleton());
+}
+
+void MeshStorage::skeleton_free(RID p_rid) {
+ _update_dirty_skeletons();
+ skeleton_allocate_data(p_rid, 0);
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_rid);
+ skeleton->dependency.deleted_notify(p_rid);
+ skeleton_owner.free(p_rid);
+}
+
+void MeshStorage::_skeleton_make_dirty(Skeleton *skeleton) {
+ if (!skeleton->dirty) {
+ skeleton->dirty = true;
+ skeleton->dirty_list = skeleton_dirty_list;
+ skeleton_dirty_list = skeleton;
+ }
+}
+
+void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_COND(p_bones < 0);
+
+ if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) {
+ return;
+ }
+
+ skeleton->size = p_bones;
+ skeleton->use_2d = p_2d_skeleton;
+ skeleton->uniform_set_3d = RID();
+
+ if (skeleton->buffer.is_valid()) {
+ RD::get_singleton()->free(skeleton->buffer);
+ skeleton->buffer = RID();
+ skeleton->data.clear();
+ skeleton->uniform_set_mi = RID();
+ }
+
+ if (skeleton->size) {
+ skeleton->data.resize(skeleton->size * (skeleton->use_2d ? 8 : 12));
+ skeleton->buffer = RD::get_singleton()->storage_buffer_create(skeleton->data.size() * sizeof(float));
+ memset(skeleton->data.ptrw(), 0, skeleton->data.size() * sizeof(float));
+
+ _skeleton_make_dirty(skeleton);
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.append_id(skeleton->buffer);
+ uniforms.push_back(u);
+ }
+ skeleton->uniform_set_mi = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON);
+ }
+ }
+
+ skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_DATA);
+}
+
+int MeshStorage::skeleton_get_bone_count(RID p_skeleton) const {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+ ERR_FAIL_COND_V(!skeleton, 0);
+
+ return skeleton->size;
+}
+
+void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_INDEX(p_bone, skeleton->size);
+ ERR_FAIL_COND(skeleton->use_2d);
+
+ float *dataptr = skeleton->data.ptrw() + p_bone * 12;
+
+ dataptr[0] = p_transform.basis.rows[0][0];
+ dataptr[1] = p_transform.basis.rows[0][1];
+ dataptr[2] = p_transform.basis.rows[0][2];
+ dataptr[3] = p_transform.origin.x;
+ dataptr[4] = p_transform.basis.rows[1][0];
+ dataptr[5] = p_transform.basis.rows[1][1];
+ dataptr[6] = p_transform.basis.rows[1][2];
+ dataptr[7] = p_transform.origin.y;
+ dataptr[8] = p_transform.basis.rows[2][0];
+ dataptr[9] = p_transform.basis.rows[2][1];
+ dataptr[10] = p_transform.basis.rows[2][2];
+ dataptr[11] = p_transform.origin.z;
+
+ _skeleton_make_dirty(skeleton);
+}
+
+Transform3D MeshStorage::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ ERR_FAIL_COND_V(!skeleton, Transform3D());
+ ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform3D());
+ ERR_FAIL_COND_V(skeleton->use_2d, Transform3D());
+
+ const float *dataptr = skeleton->data.ptr() + p_bone * 12;
+
+ Transform3D t;
+
+ t.basis.rows[0][0] = dataptr[0];
+ t.basis.rows[0][1] = dataptr[1];
+ t.basis.rows[0][2] = dataptr[2];
+ t.origin.x = dataptr[3];
+ t.basis.rows[1][0] = dataptr[4];
+ t.basis.rows[1][1] = dataptr[5];
+ t.basis.rows[1][2] = dataptr[6];
+ t.origin.y = dataptr[7];
+ t.basis.rows[2][0] = dataptr[8];
+ t.basis.rows[2][1] = dataptr[9];
+ t.basis.rows[2][2] = dataptr[10];
+ t.origin.z = dataptr[11];
+
+ return t;
+}
+
+void MeshStorage::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_INDEX(p_bone, skeleton->size);
+ ERR_FAIL_COND(!skeleton->use_2d);
+
+ float *dataptr = skeleton->data.ptrw() + p_bone * 8;
+
+ dataptr[0] = p_transform.columns[0][0];
+ dataptr[1] = p_transform.columns[1][0];
+ dataptr[2] = 0;
+ dataptr[3] = p_transform.columns[2][0];
+ dataptr[4] = p_transform.columns[0][1];
+ dataptr[5] = p_transform.columns[1][1];
+ dataptr[6] = 0;
+ dataptr[7] = p_transform.columns[2][1];
+
+ _skeleton_make_dirty(skeleton);
+}
+
+Transform2D MeshStorage::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ ERR_FAIL_COND_V(!skeleton, Transform2D());
+ ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
+ ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D());
+
+ const float *dataptr = skeleton->data.ptr() + p_bone * 8;
+
+ Transform2D t;
+ t.columns[0][0] = dataptr[0];
+ t.columns[1][0] = dataptr[1];
+ t.columns[2][0] = dataptr[3];
+ t.columns[0][1] = dataptr[4];
+ t.columns[1][1] = dataptr[5];
+ t.columns[2][1] = dataptr[7];
+
+ return t;
+}
+
+void MeshStorage::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ ERR_FAIL_COND(!skeleton->use_2d);
+
+ skeleton->base_transform_2d = p_base_transform;
+}
+
+void MeshStorage::_update_dirty_skeletons() {
+ while (skeleton_dirty_list) {
+ Skeleton *skeleton = skeleton_dirty_list;
+
+ if (skeleton->size) {
+ RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr());
+ }
+
+ skeleton_dirty_list = skeleton->dirty_list;
+
+ skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_BONES);
+
+ skeleton->version++;
+
+ skeleton->dirty = false;
+ skeleton->dirty_list = nullptr;
+ }
+
+ skeleton_dirty_list = nullptr;
+}
+
+void MeshStorage::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+
+ p_instance->update_dependency(&skeleton->dependency);
+}
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
new file mode 100644
index 0000000000..5c0d019c15
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
@@ -0,0 +1,698 @@
+/*************************************************************************/
+/* mesh_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef MESH_STORAGE_RD_H
+#define MESH_STORAGE_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
+#include "servers/rendering/storage/mesh_storage.h"
+#include "servers/rendering/storage/utilities.h"
+
+namespace RendererRD {
+
+class MeshStorage : public RendererMeshStorage {
+public:
+ enum DefaultRDBuffer {
+ DEFAULT_RD_BUFFER_VERTEX,
+ DEFAULT_RD_BUFFER_NORMAL,
+ DEFAULT_RD_BUFFER_TANGENT,
+ DEFAULT_RD_BUFFER_COLOR,
+ DEFAULT_RD_BUFFER_TEX_UV,
+ DEFAULT_RD_BUFFER_TEX_UV2,
+ DEFAULT_RD_BUFFER_CUSTOM0,
+ DEFAULT_RD_BUFFER_CUSTOM1,
+ DEFAULT_RD_BUFFER_CUSTOM2,
+ DEFAULT_RD_BUFFER_CUSTOM3,
+ DEFAULT_RD_BUFFER_BONES,
+ DEFAULT_RD_BUFFER_WEIGHTS,
+ DEFAULT_RD_BUFFER_MAX,
+ };
+
+private:
+ static MeshStorage *singleton;
+
+ RID default_rd_storage_buffer;
+
+ /* Mesh */
+
+ RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
+
+ struct MeshInstance;
+
+ struct Mesh {
+ struct Surface {
+ RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
+ uint32_t format = 0;
+
+ RID vertex_buffer;
+ RID attribute_buffer;
+ RID skin_buffer;
+ uint32_t vertex_count = 0;
+ uint32_t vertex_buffer_size = 0;
+ uint32_t skin_buffer_size = 0;
+
+ // A different pipeline needs to be allocated
+ // depending on the inputs available in the
+ // material.
+ // There are never that many geometry/material
+ // combinations, so a simple array is the most
+ // cache-efficient structure.
+
+ struct Version {
+ uint32_t input_mask = 0;
+ RD::VertexFormatID vertex_format = 0;
+ RID vertex_array;
+ };
+
+ SpinLock version_lock; //needed to access versions
+ Version *versions = nullptr; //allocated on demand
+ uint32_t version_count = 0;
+
+ RID index_buffer;
+ RID index_array;
+ uint32_t index_count = 0;
+
+ struct LOD {
+ float edge_length = 0.0;
+ uint32_t index_count = 0;
+ RID index_buffer;
+ RID index_array;
+ };
+
+ LOD *lods = nullptr;
+ uint32_t lod_count = 0;
+
+ AABB aabb;
+
+ Vector<AABB> bone_aabbs;
+
+ RID blend_shape_buffer;
+
+ RID material;
+
+ uint32_t render_index = 0;
+ uint64_t render_pass = 0;
+
+ uint32_t multimesh_render_index = 0;
+ uint64_t multimesh_render_pass = 0;
+
+ uint32_t particles_render_index = 0;
+ uint64_t particles_render_pass = 0;
+
+ RID uniform_set;
+ };
+
+ uint32_t blend_shape_count = 0;
+ RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
+
+ Surface **surfaces = nullptr;
+ uint32_t surface_count = 0;
+
+ Vector<AABB> bone_aabbs;
+
+ bool has_bone_weights = false;
+
+ AABB aabb;
+ AABB custom_aabb;
+
+ Vector<RID> material_cache;
+
+ List<MeshInstance *> instances;
+
+ RID shadow_mesh;
+ HashSet<Mesh *> shadow_owners;
+
+ Dependency dependency;
+ };
+
+ mutable RID_Owner<Mesh, true> mesh_owner;
+
+ /* Mesh Instance API */
+
+ struct MeshInstance {
+ Mesh *mesh = nullptr;
+ RID skeleton;
+ struct Surface {
+ RID vertex_buffer;
+ RID uniform_set;
+
+ Mesh::Surface::Version *versions = nullptr; //allocated on demand
+ uint32_t version_count = 0;
+ };
+ LocalVector<Surface> surfaces;
+ LocalVector<float> blend_weights;
+
+ RID blend_weights_buffer;
+ List<MeshInstance *>::Element *I = nullptr; //used to erase itself
+ uint64_t skeleton_version = 0;
+ bool dirty = false;
+ bool weights_dirty = false;
+ SelfList<MeshInstance> weight_update_list;
+ SelfList<MeshInstance> array_update_list;
+ MeshInstance() :
+ weight_update_list(this), array_update_list(this) {}
+ };
+
+ void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
+
+ void _mesh_instance_clear(MeshInstance *mi);
+ void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
+
+ mutable RID_Owner<MeshInstance> mesh_instance_owner;
+
+ SelfList<MeshInstance>::List dirty_mesh_instance_weights;
+ SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
+
+ /* MultiMesh */
+
+ struct MultiMesh {
+ RID mesh;
+ int instances = 0;
+ RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
+ bool uses_colors = false;
+ bool uses_custom_data = false;
+ int visible_instances = -1;
+ AABB aabb;
+ bool aabb_dirty = false;
+ bool buffer_set = false;
+ uint32_t stride_cache = 0;
+ uint32_t color_offset_cache = 0;
+ uint32_t custom_data_offset_cache = 0;
+
+ Vector<float> data_cache; //used if individual setting is used
+ bool *data_cache_dirty_regions = nullptr;
+ uint32_t data_cache_used_dirty_regions = 0;
+
+ RID buffer; //storage buffer
+ RID uniform_set_3d;
+ RID uniform_set_2d;
+
+ bool dirty = false;
+ MultiMesh *dirty_list = nullptr;
+
+ Dependency dependency;
+ };
+
+ mutable RID_Owner<MultiMesh, true> multimesh_owner;
+
+ MultiMesh *multimesh_dirty_list = nullptr;
+
+ _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
+ _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
+ _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
+ _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
+
+ /* Skeleton */
+
+ struct SkeletonShader {
+ struct PushConstant {
+ uint32_t has_normal;
+ uint32_t has_tangent;
+ uint32_t has_skeleton;
+ uint32_t has_blend_shape;
+
+ uint32_t vertex_count;
+ uint32_t vertex_stride;
+ uint32_t skin_stride;
+ uint32_t skin_weight_offset;
+
+ uint32_t blend_shape_count;
+ uint32_t normalized_blend_shapes;
+ uint32_t pad0;
+ uint32_t pad1;
+ };
+
+ enum {
+ UNIFORM_SET_INSTANCE = 0,
+ UNIFORM_SET_SURFACE = 1,
+ UNIFORM_SET_SKELETON = 2,
+ };
+ enum {
+ SHADER_MODE_2D,
+ SHADER_MODE_3D,
+ SHADER_MODE_MAX
+ };
+
+ SkeletonShaderRD shader;
+ RID version;
+ RID version_shader[SHADER_MODE_MAX];
+ RID pipeline[SHADER_MODE_MAX];
+
+ RID default_skeleton_uniform_set;
+ } skeleton_shader;
+
+ struct Skeleton {
+ bool use_2d = false;
+ int size = 0;
+ Vector<float> data;
+ RID buffer;
+
+ bool dirty = false;
+ Skeleton *dirty_list = nullptr;
+ Transform2D base_transform_2d;
+
+ RID uniform_set_3d;
+ RID uniform_set_mi;
+
+ uint64_t version = 1;
+
+ Dependency dependency;
+ };
+
+ mutable RID_Owner<Skeleton, true> skeleton_owner;
+
+ _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
+
+ Skeleton *skeleton_dirty_list = nullptr;
+
+public:
+ static MeshStorage *get_singleton();
+
+ MeshStorage();
+ virtual ~MeshStorage();
+
+ RID get_default_rd_storage_buffer() const { return default_rd_storage_buffer; }
+
+ /* MESH API */
+
+ bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); };
+
+ virtual RID mesh_allocate() override;
+ virtual void mesh_initialize(RID p_mesh) override;
+ virtual void mesh_free(RID p_rid) override;
+
+ virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;
+
+ /// Return stride
+ virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;
+
+ virtual int mesh_get_blend_shape_count(RID p_mesh) const override;
+
+ virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;
+ virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;
+
+ virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
+ virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
+ virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
+
+ virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;
+ virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;
+
+ virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;
+
+ virtual int mesh_get_surface_count(RID p_mesh) const override;
+
+ virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;
+ virtual AABB mesh_get_custom_aabb(RID p_mesh) const override;
+
+ virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;
+ virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
+
+ virtual void mesh_clear(RID p_mesh) override;
+
+ virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;
+
+ _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, nullptr);
+ r_surface_count = mesh->surface_count;
+ if (r_surface_count == 0) {
+ return nullptr;
+ }
+ if (mesh->material_cache.is_empty()) {
+ mesh->material_cache.resize(mesh->surface_count);
+ for (uint32_t i = 0; i < r_surface_count; i++) {
+ mesh->material_cache.write[i] = mesh->surfaces[i]->material;
+ }
+ }
+
+ return mesh->material_cache.ptr();
+ }
+
+ _FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, nullptr);
+ ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);
+
+ return mesh->surfaces[p_surface_index];
+ }
+
+ _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
+
+ return mesh->shadow_mesh;
+ }
+
+ _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
+ Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return surface->primitive;
+ }
+
+ _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return s->lod_count > 0;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return s->index_count ? s->index_count : s->vertex_count;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t *r_index_count = nullptr) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ int32_t current_lod = -1;
+ if (r_index_count) {
+ *r_index_count = s->index_count;
+ }
+ for (uint32_t i = 0; i < s->lod_count; i++) {
+ float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
+ if (screen_size > p_mesh_lod_threshold) {
+ break;
+ }
+ current_lod = i;
+ }
+ if (current_lod == -1) {
+ return 0;
+ } else {
+ if (r_index_count) {
+ *r_index_count = s->lods[current_lod].index_count;
+ }
+ return current_lod + 1;
+ }
+ }
+
+ _FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface, uint32_t p_lod) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ if (p_lod == 0) {
+ return s->index_array;
+ } else {
+ return s->lods[p_lod - 1].index_array;
+ }
+ }
+
+ _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ s->version_lock.lock();
+
+ //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
+
+ for (uint32_t i = 0; i < s->version_count; i++) {
+ if (s->versions[i].input_mask != p_input_mask) {
+ continue;
+ }
+ //we have this version, hooray
+ r_vertex_format = s->versions[i].vertex_format;
+ r_vertex_array_rd = s->versions[i].vertex_array;
+ s->version_lock.unlock();
+ return;
+ }
+
+ uint32_t version = s->version_count;
+ s->version_count++;
+ s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
+
+ _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
+
+ r_vertex_format = s->versions[version].vertex_format;
+ r_vertex_array_rd = s->versions[version].vertex_array;
+
+ s->version_lock.unlock();
+ }
+
+ _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ ERR_FAIL_COND(!mi);
+ Mesh *mesh = mi->mesh;
+ ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
+
+ MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ s->version_lock.lock();
+
+ //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
+
+ for (uint32_t i = 0; i < mis->version_count; i++) {
+ if (mis->versions[i].input_mask != p_input_mask) {
+ continue;
+ }
+ //we have this version, hooray
+ r_vertex_format = mis->versions[i].vertex_format;
+ r_vertex_array_rd = mis->versions[i].vertex_array;
+ s->version_lock.unlock();
+ return;
+ }
+
+ uint32_t version = mis->version_count;
+ mis->version_count++;
+ mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
+
+ _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
+
+ r_vertex_format = mis->versions[version].vertex_format;
+ r_vertex_array_rd = mis->versions[version].vertex_array;
+
+ s->version_lock.unlock();
+ }
+
+ _FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
+ ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
+ return mesh_default_rd_buffers[p_buffer];
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ if (s->render_pass != p_render_pass) {
+ (*r_index)++;
+ s->render_pass = p_render_pass;
+ s->render_index = *r_index;
+ }
+
+ return s->render_index;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ if (s->multimesh_render_pass != p_render_pass) {
+ (*r_index)++;
+ s->multimesh_render_pass = p_render_pass;
+ s->multimesh_render_index = *r_index;
+ }
+
+ return s->multimesh_render_index;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_particles_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ if (s->particles_render_pass != p_render_pass) {
+ (*r_index)++;
+ s->particles_render_pass = p_render_pass;
+ s->particles_render_index = *r_index;
+ }
+
+ return s->particles_render_index;
+ }
+
+ Dependency *mesh_get_dependency(RID p_mesh) const;
+
+ /* MESH INSTANCE API */
+
+ bool owns_mesh_instance(RID p_rid) const { return mesh_instance_owner.owns(p_rid); };
+
+ virtual RID mesh_instance_create(RID p_base) override;
+ virtual void mesh_instance_free(RID p_rid) override;
+ virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
+ virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
+ virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
+ virtual void update_mesh_instances() override;
+
+ /* MULTIMESH API */
+
+ bool owns_multimesh(RID p_rid) { return multimesh_owner.owns(p_rid); };
+
+ virtual RID multimesh_allocate() override;
+ virtual void multimesh_initialize(RID p_multimesh) override;
+ virtual void multimesh_free(RID p_rid) override;
+
+ virtual void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override;
+ virtual int multimesh_get_instance_count(RID p_multimesh) const override;
+
+ virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;
+ virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;
+ virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;
+ virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;
+ virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;
+
+ virtual RID multimesh_get_mesh(RID p_multimesh) const override;
+
+ virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;
+ virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;
+ virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override;
+ virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;
+
+ virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
+ virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const override;
+
+ virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
+ virtual int multimesh_get_visible_instances(RID p_multimesh) const override;
+
+ virtual AABB multimesh_get_aabb(RID p_multimesh) const override;
+
+ void _update_dirty_multimeshes();
+
+ _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->xform_format;
+ }
+
+ _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->uses_colors;
+ }
+
+ _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->uses_custom_data;
+ }
+
+ _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ if (multimesh->visible_instances >= 0) {
+ return multimesh->visible_instances;
+ }
+ return multimesh->instances;
+ }
+
+ _FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ if (multimesh == nullptr) {
+ return RID();
+ }
+ if (!multimesh->uniform_set_3d.is_valid()) {
+ if (!multimesh->buffer.is_valid()) {
+ return RID();
+ }
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(multimesh->buffer);
+ uniforms.push_back(u);
+ multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
+ }
+
+ return multimesh->uniform_set_3d;
+ }
+
+ _FORCE_INLINE_ RID multimesh_get_2d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ if (multimesh == nullptr) {
+ return RID();
+ }
+ if (!multimesh->uniform_set_2d.is_valid()) {
+ if (!multimesh->buffer.is_valid()) {
+ return RID();
+ }
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(multimesh->buffer);
+ uniforms.push_back(u);
+ multimesh->uniform_set_2d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
+ }
+
+ return multimesh->uniform_set_2d;
+ }
+
+ Dependency *multimesh_get_dependency(RID p_multimesh) const;
+
+ /* SKELETON API */
+
+ bool owns_skeleton(RID p_rid) const { return skeleton_owner.owns(p_rid); };
+
+ virtual RID skeleton_allocate() override;
+ virtual void skeleton_initialize(RID p_skeleton) override;
+ virtual void skeleton_free(RID p_rid) override;
+
+ virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;
+ virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;
+ void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform3D &p_world_transform);
+ virtual int skeleton_get_bone_count(RID p_skeleton) const override;
+ virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;
+ virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;
+ virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;
+ virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;
+
+ virtual void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) override;
+
+ void _update_dirty_skeletons();
+
+ _FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {
+ return skeleton_owner.get_or_null(p_skeleton) != nullptr;
+ }
+
+ _FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+ ERR_FAIL_COND_V(!skeleton, RID());
+ ERR_FAIL_COND_V(skeleton->size == 0, RID());
+ if (skeleton->use_2d) {
+ return RID();
+ }
+ if (!skeleton->uniform_set_3d.is_valid()) {
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(skeleton->buffer);
+ uniforms.push_back(u);
+ skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
+ }
+
+ return skeleton->uniform_set_3d;
+ }
+};
+
+} // namespace RendererRD
+
+#endif // MESH_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
new file mode 100644
index 0000000000..ba644e7eb9
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -0,0 +1,1922 @@
+/*************************************************************************/
+/* particles_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "particles_storage.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/rendering_server_globals.h"
+#include "texture_storage.h"
+
+using namespace RendererRD;
+
+ParticlesStorage *ParticlesStorage::singleton = nullptr;
+
+ParticlesStorage *ParticlesStorage::get_singleton() {
+ return singleton;
+}
+
+ParticlesStorage::ParticlesStorage() {
+ singleton = this;
+
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ /* Particles */
+
+ {
+ // Initialize particles
+ Vector<String> particles_modes;
+ particles_modes.push_back("");
+ particles_shader.shader.initialize(particles_modes, String());
+ }
+ MaterialStorage::get_singleton()->shader_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
+ MaterialStorage::get_singleton()->material_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
+
+ {
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "PARTICLE.color";
+ actions.renames["VELOCITY"] = "PARTICLE.velocity";
+ //actions.renames["MASS"] = "mass"; ?
+ actions.renames["ACTIVE"] = "particle_active";
+ actions.renames["RESTART"] = "restart";
+ actions.renames["CUSTOM"] = "PARTICLE.custom";
+ for (int i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
+ String udname = "USERDATA" + itos(i + 1);
+ actions.renames[udname] = "PARTICLE.userdata" + itos(i + 1);
+ actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n";
+ }
+ actions.renames["TRANSFORM"] = "PARTICLE.xform";
+ actions.renames["TIME"] = "frame_history.data[0].time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["LIFETIME"] = "params.lifetime";
+ actions.renames["DELTA"] = "local_delta";
+ actions.renames["NUMBER"] = "particle_number";
+ actions.renames["INDEX"] = "index";
+ //actions.renames["GRAVITY"] = "current_gravity";
+ actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform";
+ actions.renames["RANDOM_SEED"] = "FRAME.random_seed";
+ actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
+ actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
+ actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
+ actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR";
+ actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM";
+ actions.renames["RESTART_POSITION"] = "restart_position";
+ actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";
+ actions.renames["RESTART_VELOCITY"] = "restart_velocity";
+ actions.renames["RESTART_COLOR"] = "restart_color";
+ actions.renames["RESTART_CUSTOM"] = "restart_custom";
+ actions.renames["emit_subparticle"] = "emit_subparticle";
+ actions.renames["COLLIDED"] = "collided";
+ actions.renames["COLLISION_NORMAL"] = "collision_normal";
+ actions.renames["COLLISION_DEPTH"] = "collision_depth";
+ actions.renames["ATTRACTOR_FORCE"] = "attractor_force";
+
+ actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
+ actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
+ actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
+ actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = 3;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_shader_uniforms.data";
+
+ particles_shader.compiler.initialize(actions);
+ }
+
+ {
+ // default material and shader for particles shader
+ particles_shader.default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(particles_shader.default_shader);
+ material_storage->shader_set_code(particles_shader.default_shader, R"(
+// Default particles shader.
+
+shader_type particles;
+
+void process() {
+ COLOR = vec4(1.0);
+}
+)");
+ particles_shader.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(particles_shader.default_material);
+ material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader);
+
+ ParticlesMaterialData *md = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
+ particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ Vector<RID> ids;
+ ids.resize(12);
+ RID *ids_ptr = ids.ptrw();
+ ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+
+ RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.append_id(material_storage->global_shader_uniforms_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 0);
+ }
+
+ {
+ Vector<String> copy_modes;
+ for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) {
+ if (i == 0) {
+ copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n");
+ copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n");
+ copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n");
+ } else {
+ copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USERDATA_COUNT " + itos(i) + "\n");
+ copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n#define USERDATA_COUNT " + itos(i) + "\n");
+ copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n#define USERDATA_COUNT " + itos(i) + "\n");
+ }
+ }
+
+ particles_shader.copy_shader.initialize(copy_modes);
+
+ particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
+
+ for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) {
+ for (int j = 0; j < ParticlesShader::COPY_MODE_MAX; j++) {
+ particles_shader.copy_pipelines[i * ParticlesShader::COPY_MODE_MAX + j] = RD::get_singleton()->compute_pipeline_create(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i * ParticlesShader::COPY_MODE_MAX + j));
+ }
+ }
+ }
+}
+
+ParticlesStorage::~ParticlesStorage() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
+
+ material_storage->material_free(particles_shader.default_material);
+ material_storage->shader_free(particles_shader.default_shader);
+
+ singleton = nullptr;
+}
+
+/* PARTICLES */
+
+RID ParticlesStorage::particles_allocate() {
+ return particles_owner.allocate_rid();
+}
+
+void ParticlesStorage::particles_initialize(RID p_rid) {
+ particles_owner.initialize_rid(p_rid, Particles());
+}
+
+void ParticlesStorage::particles_free(RID p_rid) {
+ update_particles();
+ Particles *particles = particles_owner.get_or_null(p_rid);
+ particles->dependency.deleted_notify(p_rid);
+ _particles_free_data(particles);
+ particles_owner.free(p_rid);
+}
+
+void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ if (particles->mode == p_mode) {
+ return;
+ }
+
+ _particles_free_data(particles);
+
+ particles->mode = p_mode;
+}
+
+void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emitting = p_emitting;
+}
+
+bool ParticlesStorage::particles_get_emitting(RID p_particles) {
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->emitting;
+}
+
+void ParticlesStorage::_particles_free_data(Particles *particles) {
+ if (particles->particle_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->particle_buffer);
+ particles->particle_buffer = RID();
+ RD::get_singleton()->free(particles->particle_instance_buffer);
+ particles->particle_instance_buffer = RID();
+ }
+
+ particles->userdata_count = 0;
+
+ if (particles->frame_params_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->frame_params_buffer);
+ particles->frame_params_buffer = RID();
+ }
+ particles->particles_transforms_buffer_uniform_set = RID();
+
+ if (RD::get_singleton()->uniform_set_is_valid(particles->trail_bind_pose_uniform_set)) {
+ RD::get_singleton()->free(particles->trail_bind_pose_uniform_set);
+ }
+ particles->trail_bind_pose_uniform_set = RID();
+
+ if (particles->trail_bind_pose_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->trail_bind_pose_buffer);
+ particles->trail_bind_pose_buffer = RID();
+ }
+ if (RD::get_singleton()->uniform_set_is_valid(particles->collision_textures_uniform_set)) {
+ RD::get_singleton()->free(particles->collision_textures_uniform_set);
+ }
+ particles->collision_textures_uniform_set = RID();
+
+ if (particles->particles_sort_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->particles_sort_buffer);
+ particles->particles_sort_buffer = RID();
+ particles->particles_sort_uniform_set = RID();
+ }
+
+ if (particles->emission_buffer != nullptr) {
+ particles->emission_buffer = nullptr;
+ particles->emission_buffer_data.clear();
+ RD::get_singleton()->free(particles->emission_storage_buffer);
+ particles->emission_storage_buffer = RID();
+ }
+
+ if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
+ //will need to be re-created
+ RD::get_singleton()->free(particles->particles_material_uniform_set);
+ }
+ particles->particles_material_uniform_set = RID();
+}
+
+void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->amount == p_amount) {
+ return;
+ }
+
+ _particles_free_data(particles);
+
+ particles->amount = p_amount;
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->lifetime = p_lifetime;
+}
+
+void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->one_shot = p_one_shot;
+}
+
+void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->pre_process_time = p_time;
+}
+void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->explosiveness = p_ratio;
+}
+void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->randomness = p_ratio;
+}
+
+void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->custom_aabb = p_aabb;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->speed_scale = p_scale;
+}
+void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->use_local_coords = p_enable;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fixed_fps = p_fps;
+
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->interpolate = p_enable;
+}
+
+void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fractional_delta = p_enable;
+}
+
+void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND(p_length < 0.1);
+ p_length = MIN(10.0, p_length);
+
+ particles->trails_enabled = p_enable;
+ particles->trail_length = p_length;
+
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses.size() != p_bind_poses.size()) {
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ }
+ particles->trail_bind_poses = p_bind_poses;
+ particles->trail_bind_poses_dirty = true;
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->collision_base_size = p_size;
+}
+
+void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->transform_align = p_transform_align;
+}
+
+void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->process_material = p_material;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); //the instance buffer may have changed
+}
+
+RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+
+ return particles->process_material;
+}
+
+void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_order = p_order;
+}
+
+void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_passes) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_passes.resize(p_passes);
+}
+
+void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
+ particles->draw_passes.write[p_pass] = p_mesh;
+}
+
+void ParticlesStorage::particles_restart(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->restart_request = true;
+}
+
+void ParticlesStorage::_particles_allocate_emission_buffer(Particles *particles) {
+ ERR_FAIL_COND(particles->emission_buffer != nullptr);
+
+ particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4);
+ memset(particles->emission_buffer_data.ptrw(), 0, particles->emission_buffer_data.size());
+ particles->emission_buffer = reinterpret_cast<ParticleEmissionBuffer *>(particles->emission_buffer_data.ptrw());
+ particles->emission_buffer->particle_max = particles->amount;
+
+ particles->emission_storage_buffer = RD::get_singleton()->storage_buffer_create(particles->emission_buffer_data.size(), particles->emission_buffer_data);
+
+ if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
+ //will need to be re-created
+ RD::get_singleton()->free(particles->particles_material_uniform_set);
+ particles->particles_material_uniform_set = RID();
+ }
+}
+
+void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND(p_particles == p_subemitter_particles);
+
+ particles->sub_emitter = p_subemitter_particles;
+
+ if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
+ RD::get_singleton()->free(particles->particles_material_uniform_set);
+ particles->particles_material_uniform_set = RID(); //clear and force to re create sub emitting
+ }
+}
+
+void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND(particles->amount == 0);
+
+ if (particles->emitting) {
+ particles->clear = true;
+ particles->emitting = false;
+ }
+
+ if (particles->emission_buffer == nullptr) {
+ _particles_allocate_emission_buffer(particles);
+ }
+
+ particles->inactive = false;
+ particles->inactive_time = 0;
+
+ int32_t idx = particles->emission_buffer->particle_count;
+ if (idx < particles->emission_buffer->particle_max) {
+ RendererRD::MaterialStorage::store_transform(p_transform, particles->emission_buffer->data[idx].xform);
+
+ particles->emission_buffer->data[idx].velocity[0] = p_velocity.x;
+ particles->emission_buffer->data[idx].velocity[1] = p_velocity.y;
+ particles->emission_buffer->data[idx].velocity[2] = p_velocity.z;
+
+ particles->emission_buffer->data[idx].custom[0] = p_custom.r;
+ particles->emission_buffer->data[idx].custom[1] = p_custom.g;
+ particles->emission_buffer->data[idx].custom[2] = p_custom.b;
+ particles->emission_buffer->data[idx].custom[3] = p_custom.a;
+
+ particles->emission_buffer->data[idx].color[0] = p_color.r;
+ particles->emission_buffer->data[idx].color[1] = p_color.g;
+ particles->emission_buffer->data[idx].color[2] = p_color.b;
+ particles->emission_buffer->data[idx].color[3] = p_color.a;
+
+ particles->emission_buffer->data[idx].flags = p_emit_flags;
+ particles->emission_buffer->particle_count++;
+ }
+}
+
+void ParticlesStorage::particles_request_process(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (!particles->dirty) {
+ particles->dirty = true;
+ particles->update_list = particle_update_list;
+ particle_update_list = particles;
+ }
+}
+
+AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
+ if (RSG::threaded) {
+ WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care.");
+ }
+
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ int total_amount = particles->amount;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ total_amount *= particles->trail_bind_poses.size();
+ }
+
+ Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer);
+ ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * sizeof(ParticleData)), AABB());
+
+ Transform3D inv = particles->emission_transform.affine_inverse();
+
+ AABB aabb;
+ if (buffer.size()) {
+ bool first = true;
+
+ const uint8_t *data_ptr = (const uint8_t *)buffer.ptr();
+ uint32_t particle_data_size = sizeof(ParticleData) + sizeof(float) * particles->userdata_count;
+
+ for (int i = 0; i < total_amount; i++) {
+ const ParticleData &particle_data = *(const ParticleData *)&data_ptr[particle_data_size * i];
+ if (particle_data.active) {
+ Vector3 pos = Vector3(particle_data.xform[12], particle_data.xform[13], particle_data.xform[14]);
+ if (!particles->use_local_coords) {
+ pos = inv.xform(pos);
+ }
+ if (first) {
+ aabb.position = pos;
+ first = false;
+ } else {
+ aabb.expand_to(pos);
+ }
+ }
+ }
+ }
+
+ float longest_axis_size = 0;
+ for (int i = 0; i < particles->draw_passes.size(); i++) {
+ if (particles->draw_passes[i].is_valid()) {
+ AABB maabb = MeshStorage::get_singleton()->mesh_get_aabb(particles->draw_passes[i], RID());
+ longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size);
+ }
+ }
+
+ aabb.grow_by(longest_axis_size);
+
+ return aabb;
+}
+
+AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ return particles->custom_aabb;
+}
+
+void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emission_transform = p_transform;
+}
+
+int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->draw_passes.size();
+}
+
+RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
+
+ return particles->draw_passes[p_pass];
+}
+
+void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->collisions.insert(p_particles_collision_instance);
+}
+
+void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->collisions.erase(p_particles_collision_instance);
+}
+
+void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->has_sdf_collision = p_enable;
+ particles->sdf_collision_transform = p_xform;
+ particles->sdf_collision_to_screen = p_to_screen;
+ particles->sdf_collision_texture = p_texture;
+}
+
+void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) {
+ TextureStorage *texture_storage = TextureStorage::get_singleton();
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(p_particles->frame_params_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.append_id(p_particles->particle_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ if (p_particles->emission_storage_buffer.is_valid()) {
+ u.append_id(p_particles->emission_storage_buffer);
+ } else {
+ u.append_id(MeshStorage::get_singleton()->get_default_rd_storage_buffer());
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter);
+ if (sub_emitter) {
+ if (sub_emitter->emission_buffer == nullptr) { //no emission buffer, allocate emission buffer
+ _particles_allocate_emission_buffer(sub_emitter);
+ }
+ u.append_id(sub_emitter->emission_storage_buffer);
+ } else {
+ u.append_id(MeshStorage::get_singleton()->get_default_rd_storage_buffer());
+ }
+ uniforms.push_back(u);
+ }
+
+ p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1);
+ }
+
+ double new_phase = Math::fmod((double)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
+
+ //move back history (if there is any)
+ for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) {
+ p_particles->frame_history[i] = p_particles->frame_history[i - 1];
+ }
+ //update current frame
+ ParticlesFrameParams &frame_params = p_particles->frame_history[0];
+
+ if (p_particles->clear) {
+ p_particles->cycle_number = 0;
+ p_particles->random_seed = Math::rand();
+ } else if (new_phase < p_particles->phase) {
+ if (p_particles->one_shot) {
+ p_particles->emitting = false;
+ }
+ p_particles->cycle_number++;
+ }
+
+ frame_params.emitting = p_particles->emitting;
+ frame_params.system_phase = new_phase;
+ frame_params.prev_system_phase = p_particles->phase;
+
+ p_particles->phase = new_phase;
+
+ frame_params.time = RendererCompositorRD::singleton->get_total_time();
+ frame_params.delta = p_delta * p_particles->speed_scale;
+ frame_params.random_seed = p_particles->random_seed;
+ frame_params.explosiveness = p_particles->explosiveness;
+ frame_params.randomness = p_particles->randomness;
+
+ if (p_particles->use_local_coords) {
+ RendererRD::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform);
+ } else {
+ RendererRD::MaterialStorage::store_transform(p_particles->emission_transform, frame_params.emission_transform);
+ }
+
+ frame_params.cycle = p_particles->cycle_number;
+ frame_params.frame = p_particles->frame_counter++;
+ frame_params.pad0 = 0;
+ frame_params.pad1 = 0;
+ frame_params.pad2 = 0;
+
+ { //collision and attractors
+
+ frame_params.collider_count = 0;
+ frame_params.attractor_count = 0;
+ frame_params.particle_size = p_particles->collision_base_size;
+
+ RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
+ RID collision_heightmap_texture;
+
+ Transform3D to_particles;
+ if (p_particles->use_local_coords) {
+ to_particles = p_particles->emission_transform.affine_inverse();
+ }
+
+ if (p_particles->has_sdf_collision && RD::get_singleton()->texture_is_valid(p_particles->sdf_collision_texture)) {
+ //2D collision
+
+ Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand
+ Transform2D revert = xform.affine_inverse();
+ frame_params.collider_count = 1;
+ frame_params.colliders[0].transform[0] = xform.columns[0][0];
+ frame_params.colliders[0].transform[1] = xform.columns[0][1];
+ frame_params.colliders[0].transform[2] = 0;
+ frame_params.colliders[0].transform[3] = xform.columns[2][0];
+
+ frame_params.colliders[0].transform[4] = xform.columns[1][0];
+ frame_params.colliders[0].transform[5] = xform.columns[1][1];
+ frame_params.colliders[0].transform[6] = 0;
+ frame_params.colliders[0].transform[7] = xform.columns[2][1];
+
+ frame_params.colliders[0].transform[8] = revert.columns[0][0];
+ frame_params.colliders[0].transform[9] = revert.columns[0][1];
+ frame_params.colliders[0].transform[10] = 0;
+ frame_params.colliders[0].transform[11] = revert.columns[2][0];
+
+ frame_params.colliders[0].transform[12] = revert.columns[1][0];
+ frame_params.colliders[0].transform[13] = revert.columns[1][1];
+ frame_params.colliders[0].transform[14] = 0;
+ frame_params.colliders[0].transform[15] = revert.columns[2][1];
+
+ frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
+ frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
+ frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
+ frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
+ frame_params.colliders[0].texture_index = 0;
+ frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
+
+ collision_heightmap_texture = p_particles->sdf_collision_texture;
+
+ //replace in all other history frames where used because parameters are no longer valid if screen moves
+ for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) {
+ if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
+ p_particles->frame_history[i].colliders[0] = frame_params.colliders[0];
+ }
+ }
+ }
+
+ uint32_t collision_3d_textures_used = 0;
+ for (const RID &E : p_particles->collisions) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E);
+ if (!pci || !pci->active) {
+ continue;
+ }
+ ParticlesCollision *pc = particles_collision_owner.get_or_null(pci->collision);
+ ERR_CONTINUE(!pc);
+
+ Transform3D to_collider = pci->transform;
+ if (p_particles->use_local_coords) {
+ to_collider = to_particles * to_collider;
+ }
+ Vector3 scale = to_collider.basis.get_scale();
+ to_collider.basis.orthonormalize();
+
+ if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
+ //attractor
+ if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
+
+ RendererRD::MaterialStorage::store_transform(to_collider, attr.transform);
+ attr.strength = pc->attractor_strength;
+ attr.attenuation = pc->attractor_attenuation;
+ attr.directionality = pc->attractor_directionality;
+
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ attr.extents[0] = radius;
+ attr.extents[1] = radius;
+ attr.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
+ if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
+ continue;
+ }
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_VECTOR_FIELD;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ attr.texture_index = collision_3d_textures_used;
+
+ collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
+ collision_3d_textures_used++;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.attractor_count++;
+ } else {
+ //collider
+ if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
+
+ RendererRD::MaterialStorage::store_transform(to_collider, col.transform);
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ col.extents[0] = radius;
+ col.extents[1] = radius;
+ col.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
+ if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
+ continue;
+ }
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SDF;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ col.texture_index = collision_3d_textures_used;
+ col.scale = (scale.x + scale.y + scale.z) * 0.333333333333; //non uniform scale non supported
+
+ collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
+ collision_3d_textures_used++;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
+ if (collision_heightmap_texture != RID()) { //already taken
+ continue;
+ }
+
+ col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ collision_heightmap_texture = pc->heightfield_texture;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.collider_count++;
+ }
+ }
+
+ bool different = false;
+ if (collision_3d_textures_used == p_particles->collision_3d_textures_used) {
+ for (int i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
+ if (p_particles->collision_3d_textures[i] != collision_3d_textures[i]) {
+ different = true;
+ break;
+ }
+ }
+ }
+
+ if (collision_heightmap_texture != p_particles->collision_heightmap_texture) {
+ different = true;
+ }
+
+ bool uniform_set_valid = RD::get_singleton()->uniform_set_is_valid(p_particles->collision_textures_uniform_set);
+
+ if (different || !uniform_set_valid) {
+ if (uniform_set_valid) {
+ RD::get_singleton()->free(p_particles->collision_textures_uniform_set);
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
+ RID rd_tex;
+ if (i < collision_3d_textures_used) {
+ if (TextureStorage::get_singleton()->texture_get_type(collision_3d_textures[i]) == TextureStorage::TYPE_3D) {
+ rd_tex = TextureStorage::get_singleton()->texture_get_rd_texture(collision_3d_textures[i]);
+ }
+ }
+
+ if (rd_tex == RID()) {
+ rd_tex = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
+ }
+ u.append_id(rd_tex);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ if (collision_heightmap_texture.is_valid()) {
+ u.append_id(collision_heightmap_texture);
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
+ }
+ uniforms.push_back(u);
+ }
+ p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2);
+ }
+ }
+
+ ParticlesShader::PushConstant push_constant;
+
+ int process_amount = p_particles->amount;
+
+ if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
+ process_amount *= p_particles->trail_bind_poses.size();
+ }
+ push_constant.clear = p_particles->clear;
+ push_constant.total_particles = p_particles->amount;
+ push_constant.lifetime = p_particles->lifetime;
+ push_constant.trail_size = p_particles->trail_params.size();
+ push_constant.use_fractional_delta = p_particles->fractional_delta;
+ push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit);
+ push_constant.trail_pass = false;
+
+ p_particles->force_sub_emit = false; //reset
+
+ Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter);
+
+ if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) {
+ // print_line("updating subemitter buffer");
+ int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 };
+ RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero);
+ push_constant.can_emit = true;
+
+ if (sub_emitter->emitting) {
+ sub_emitter->emitting = false;
+ sub_emitter->clear = true; //will need to clear if it was emitting, sorry
+ }
+ //make sure the sub emitter processes particles too
+ sub_emitter->inactive = false;
+ sub_emitter->inactive_time = 0;
+
+ sub_emitter->force_sub_emit = true;
+
+ } else {
+ push_constant.can_emit = false;
+ }
+
+ if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) {
+ RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer);
+ p_particles->emission_buffer->particle_count = 0;
+ }
+
+ p_particles->clear = false;
+
+ if (p_particles->trail_params.size() > 1) {
+ //fill the trail params
+ for (uint32_t i = 0; i < p_particles->trail_params.size(); i++) {
+ uint32_t src_idx = i * p_particles->frame_history.size() / p_particles->trail_params.size();
+ p_particles->trail_params[i] = p_particles->frame_history[src_idx];
+ }
+ } else {
+ p_particles->trail_params[0] = p_particles->frame_history[0];
+ }
+
+ RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr());
+
+ ParticlesMaterialData *m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(p_particles->process_material, MaterialStorage::SHADER_TYPE_PARTICLES));
+ if (!m) {
+ m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
+ }
+
+ ERR_FAIL_COND(!m);
+
+ p_particles->has_collision_cache = m->shader_data->uses_collision;
+
+ //todo should maybe compute all particle systems together?
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2);
+
+ if (m->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(m->uniform_set)) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
+
+ if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
+ //trails requires two passes in order to catch particle starts
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount / p_particles->trail_bind_poses.size(), 1, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ push_constant.trail_pass = true;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount - p_particles->amount, 1, 1);
+ } else {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount, 1, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ return;
+ }
+
+ if (particles->particle_buffer.is_null()) {
+ return; //particles have not processed yet
+ }
+
+ bool do_sort = particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH;
+
+ //copy to sort buffer
+ if (do_sort && particles->particles_sort_buffer == RID()) {
+ uint32_t size = particles->amount;
+ if (size & 1) {
+ size++; //make multiple of 16
+ }
+ size *= sizeof(float) * 2;
+ particles->particles_sort_buffer = RD::get_singleton()->storage_buffer_create(size);
+
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(particles->particles_sort_buffer);
+ uniforms.push_back(u);
+ }
+
+ particles->particles_sort_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, ParticlesShader::COPY_MODE_FILL_SORT_BUFFER), 1);
+ }
+ }
+
+ ParticlesShader::CopyPushConstant copy_push_constant;
+
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ int fixed_fps = 60.0;
+ if (particles->fixed_fps > 0) {
+ fixed_fps = particles->fixed_fps;
+ }
+
+ copy_push_constant.trail_size = particles->trail_bind_poses.size();
+ copy_push_constant.trail_total = particles->frame_history.size();
+ copy_push_constant.frame_delta = 1.0 / fixed_fps;
+ } else {
+ copy_push_constant.trail_size = 1;
+ copy_push_constant.trail_total = 1;
+ copy_push_constant.frame_delta = 0.0;
+ }
+
+ copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
+ copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
+ copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
+
+ copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
+ copy_push_constant.total_particles = particles->amount;
+ copy_push_constant.copy_mode_2d = false;
+
+ Vector3 axis = -p_axis; // cameras look to z negative
+
+ if (particles->use_local_coords) {
+ axis = particles->emission_transform.basis.xform_inv(axis).normalized();
+ }
+
+ copy_push_constant.sort_direction[0] = axis.x;
+ copy_push_constant.sort_direction[1] = axis.y;
+ copy_push_constant.sort_direction[2] = axis.z;
+
+ copy_push_constant.align_up[0] = p_up_axis.x;
+ copy_push_constant.align_up[1] = p_up_axis.y;
+ copy_push_constant.align_up[2] = p_up_axis.z;
+
+ copy_push_constant.align_mode = particles->transform_align;
+
+ if (do_sort) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER + particles->userdata_count * ParticlesShader::COPY_MODE_MAX]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+ RendererCompositorRD::singleton->get_effects()->sort_buffer(particles->particles_sort_uniform_set, particles->amount);
+ }
+
+ copy_push_constant.total_particles *= copy_push_constant.total_particles;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ uint32_t copy_pipeline = do_sort ? ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER : ParticlesShader::COPY_MODE_FILL_INSTANCES;
+ copy_pipeline += particles->userdata_count * ParticlesShader::COPY_MODE_MAX;
+ copy_push_constant.copy_mode_2d = particles->mode == RS::PARTICLES_MODE_2D ? 1 : 0;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[copy_pipeline]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ if (do_sort) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, copy_push_constant.total_particles, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void ParticlesStorage::_particles_update_buffers(Particles *particles) {
+ uint32_t userdata_count = 0;
+
+ MaterialStorage::ShaderData *shader_data = MaterialStorage::get_singleton()->material_get_shader_data(particles->process_material);
+ if (shader_data) {
+ const ParticlesShaderData *particle_shader_data = static_cast<const ParticlesShaderData *>(shader_data);
+ userdata_count = particle_shader_data->userdata_count;
+ }
+
+ if (userdata_count != particles->userdata_count) {
+ // Mismatch userdata, re-create buffers.
+ _particles_free_data(particles);
+ }
+
+ if (particles->amount > 0 && particles->particle_buffer.is_null()) {
+ int total_amount = particles->amount;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ total_amount *= particles->trail_bind_poses.size();
+ }
+
+ uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
+
+ particles->particle_buffer = RD::get_singleton()->storage_buffer_create((sizeof(ParticleData) + userdata_count * sizeof(float) * 4) * total_amount);
+
+ particles->userdata_count = userdata_count;
+
+ particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount);
+ //needs to clear it
+
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.append_id(particles->particle_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.append_id(particles->particle_instance_buffer);
+ uniforms.push_back(u);
+ }
+
+ particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0);
+ }
+ }
+}
+void ParticlesStorage::update_particles() {
+ while (particle_update_list) {
+ //use transform feedback to process particles
+
+ Particles *particles = particle_update_list;
+
+ //take and remove
+ particle_update_list = particles->update_list;
+ particles->update_list = nullptr;
+ particles->dirty = false;
+
+ _particles_update_buffers(particles);
+
+ if (particles->restart_request) {
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ particles->restart_request = false;
+ }
+
+ if (particles->inactive && !particles->emitting) {
+ //go next
+ continue;
+ }
+
+ if (particles->emitting) {
+ if (particles->inactive) {
+ //restart system from scratch
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ }
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ } else {
+ particles->inactive_time += particles->speed_scale * RendererCompositorRD::singleton->get_frame_delta_time();
+ if (particles->inactive_time > particles->lifetime * 1.2) {
+ particles->inactive = true;
+ continue;
+ }
+ }
+
+#ifndef _MSC_VER
+#warning Should use display refresh rate for all this
+#endif
+
+ float screen_hz = 60;
+
+ int fixed_fps = 0;
+ if (particles->fixed_fps > 0) {
+ fixed_fps = particles->fixed_fps;
+ } else if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ fixed_fps = screen_hz;
+ }
+ {
+ //update trails
+ int history_size = 1;
+ int trail_steps = 1;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ history_size = MAX(1, int(particles->trail_length * fixed_fps));
+ trail_steps = particles->trail_bind_poses.size();
+ }
+
+ if (uint32_t(history_size) != particles->frame_history.size()) {
+ particles->frame_history.resize(history_size);
+ memset(particles->frame_history.ptr(), 0, sizeof(ParticlesFrameParams) * history_size);
+ }
+
+ if (uint32_t(trail_steps) != particles->trail_params.size() || particles->frame_params_buffer.is_null()) {
+ particles->trail_params.resize(trail_steps);
+ if (particles->frame_params_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->frame_params_buffer);
+ }
+ particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * trail_steps);
+ }
+
+ if (particles->trail_bind_poses.size() > 1 && particles->trail_bind_pose_buffer.is_null()) {
+ particles->trail_bind_pose_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 16 * particles->trail_bind_poses.size());
+ particles->trail_bind_poses_dirty = true;
+ }
+
+ if (particles->trail_bind_pose_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ if (particles->trail_bind_pose_buffer.is_valid()) {
+ u.append_id(particles->trail_bind_pose_buffer);
+ } else {
+ u.append_id(MeshStorage::get_singleton()->get_default_rd_storage_buffer());
+ }
+ uniforms.push_back(u);
+ }
+
+ particles->trail_bind_pose_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 2);
+ }
+
+ if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses_dirty) {
+ if (particles_shader.pose_update_buffer.size() < uint32_t(particles->trail_bind_poses.size()) * 16) {
+ particles_shader.pose_update_buffer.resize(particles->trail_bind_poses.size() * 16);
+ }
+
+ for (int i = 0; i < particles->trail_bind_poses.size(); i++) {
+ RendererRD::MaterialStorage::store_transform(particles->trail_bind_poses[i], &particles_shader.pose_update_buffer[i * 16]);
+ }
+
+ RD::get_singleton()->buffer_update(particles->trail_bind_pose_buffer, 0, particles->trail_bind_poses.size() * 16 * sizeof(float), particles_shader.pose_update_buffer.ptr());
+ }
+ }
+
+ bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
+
+ if (particles->clear && particles->pre_process_time > 0.0) {
+ double frame_time;
+ if (fixed_fps > 0) {
+ frame_time = 1.0 / fixed_fps;
+ } else {
+ frame_time = 1.0 / 30.0;
+ }
+
+ double todo = particles->pre_process_time;
+
+ while (todo >= 0) {
+ _particles_process(particles, frame_time);
+ todo -= frame_time;
+ }
+ }
+
+ if (fixed_fps > 0) {
+ double frame_time;
+ double decr;
+ if (zero_time_scale) {
+ frame_time = 0.0;
+ decr = 1.0 / fixed_fps;
+ } else {
+ frame_time = 1.0 / fixed_fps;
+ decr = frame_time;
+ }
+ double delta = RendererCompositorRD::singleton->get_frame_delta_time();
+ if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
+ delta = 0.1;
+ } else if (delta <= 0.0) { //unlikely but..
+ delta = 0.001;
+ }
+ double todo = particles->frame_remainder + delta;
+
+ while (todo >= frame_time) {
+ _particles_process(particles, frame_time);
+ todo -= decr;
+ }
+
+ particles->frame_remainder = todo;
+
+ } else {
+ if (zero_time_scale) {
+ _particles_process(particles, 0.0);
+ } else {
+ _particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time());
+ }
+ }
+
+ //copy particles to instance buffer
+
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ //does not need view dependent operation, do copy here
+ ParticlesShader::CopyPushConstant copy_push_constant;
+
+ int total_amount = particles->amount;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ total_amount *= particles->trail_bind_poses.size();
+ }
+
+ // Affect 2D only.
+ if (particles->use_local_coords) {
+ // In local mode, particle positions are calculated locally (relative to the node position)
+ // and they're also drawn locally.
+ // It works as expected, so we just pass an identity transform.
+ RendererRD::MaterialStorage::store_transform(Transform3D(), copy_push_constant.inv_emission_transform);
+ } else {
+ // In global mode, particle positions are calculated globally (relative to the canvas origin)
+ // but they're drawn locally.
+ // So, we need to pass the inverse of the emission transform to bring the
+ // particles to local coordinates before drawing.
+ Transform3D inv = particles->emission_transform.affine_inverse();
+ RendererRD::MaterialStorage::store_transform(inv, copy_push_constant.inv_emission_transform);
+ }
+
+ copy_push_constant.total_particles = total_amount;
+ copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
+ copy_push_constant.align_mode = particles->transform_align;
+ copy_push_constant.align_up[0] = 0;
+ copy_push_constant.align_up[1] = 0;
+ copy_push_constant.align_up[2] = 0;
+
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ copy_push_constant.trail_size = particles->trail_bind_poses.size();
+ copy_push_constant.trail_total = particles->frame_history.size();
+ copy_push_constant.frame_delta = 1.0 / fixed_fps;
+ } else {
+ copy_push_constant.trail_size = 1;
+ copy_push_constant.trail_total = 1;
+ copy_push_constant.frame_delta = 0.0;
+ }
+
+ copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
+ copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
+ copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ copy_push_constant.copy_mode_2d = particles->mode == RS::PARTICLES_MODE_2D ? 1 : 0;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_INSTANCES + particles->userdata_count * ParticlesShader::COPY_MODE_MAX]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, total_amount, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+ }
+}
+
+Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_NULL_V(particles, nullptr);
+
+ return &particles->dependency;
+}
+
+bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+ return !particles->emitting && particles->inactive;
+}
+
+/* Particles SHADER */
+
+void ParticlesStorage::ParticlesShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) {
+ ParticlesStorage *particles_storage = ParticlesStorage::get_singleton();
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+ uses_collision = false;
+
+ if (code.is_empty()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompiler::GeneratedCode gen_code;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["start"] = ShaderCompiler::STAGE_COMPUTE;
+ actions.entry_point_stages["process"] = ShaderCompiler::STAGE_COMPUTE;
+
+ /*
+ uses_time = false;
+
+ actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
+ actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+*/
+
+ actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
+
+ userdata_count = 0;
+ for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
+ userdatas_used[i] = false;
+ actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i];
+ }
+
+ actions.uniforms = &uniforms;
+
+ Error err = particles_storage->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+
+ if (version.is_null()) {
+ version = particles_storage->particles_shader.shader.version_create();
+ }
+
+ for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
+ if (userdatas_used[i]) {
+ userdata_count++;
+ }
+ }
+
+ particles_storage->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
+ ERR_FAIL_COND(!particles_storage->particles_shader.shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ //update pipelines
+
+ pipeline = RD::get_singleton()->compute_pipeline_create(particles_storage->particles_shader.shader.version_get_shader(version, 0));
+
+ valid = true;
+}
+
+void ParticlesStorage::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void ParticlesStorage::ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ HashMap<int, StringName> order;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void ParticlesStorage::ParticlesShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool ParticlesStorage::ParticlesShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool ParticlesStorage::ParticlesShaderData::is_animated() const {
+ return false;
+}
+
+bool ParticlesStorage::ParticlesShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant ParticlesStorage::ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode ParticlesStorage::ParticlesShaderData::get_native_source_code() const {
+ return ParticlesStorage::get_singleton()->particles_shader.shader.version_get_native_source_code(version);
+}
+
+ParticlesStorage::ParticlesShaderData::~ParticlesShaderData() {
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ ParticlesStorage::get_singleton()->particles_shader.shader.version_free(version);
+ }
+}
+
+MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() {
+ ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
+ return shader_data;
+}
+
+bool ParticlesStorage::ParticlesMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
+}
+
+ParticlesStorage::ParticlesMaterialData::~ParticlesMaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
+
+MaterialStorage::MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) {
+ ParticlesMaterialData *material_data = memnew(ParticlesMaterialData);
+ material_data->shader_data = p_shader;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+////////
+
+/* PARTICLES COLLISION API */
+
+RID ParticlesStorage::particles_collision_allocate() {
+ return particles_collision_owner.allocate_rid();
+}
+void ParticlesStorage::particles_collision_initialize(RID p_rid) {
+ particles_collision_owner.initialize_rid(p_rid, ParticlesCollision());
+}
+
+void ParticlesStorage::particles_collision_free(RID p_rid) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_rid);
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ }
+ particles_collision->dependency.deleted_notify(p_rid);
+ particles_collision_owner.free(p_rid);
+}
+
+RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, RID());
+ ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, RID());
+
+ if (particles_collision->heightfield_texture == RID()) {
+ //create
+ const int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 };
+ Size2i size;
+ if (particles_collision->extents.x > particles_collision->extents.z) {
+ size.x = resolutions[particles_collision->heightfield_resolution];
+ size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x);
+ } else {
+ size.y = resolutions[particles_collision->heightfield_resolution];
+ size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y);
+ }
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_D32_SFLOAT;
+ tf.width = size.x;
+ tf.height = size.y;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+
+ particles_collision->heightfield_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> fb_tex;
+ fb_tex.push_back(particles_collision->heightfield_texture);
+ particles_collision->heightfield_fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ particles_collision->heightfield_fb_size = size;
+ }
+
+ return particles_collision->heightfield_fb;
+}
+
+void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ if (p_type == particles_collision->type) {
+ return;
+ }
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = RID();
+ }
+ particles_collision->type = p_type;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->cull_mask = p_cull_mask;
+}
+
+void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->radius = p_radius;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->extents = p_extents;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_strength = p_strength;
+}
+
+void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_directionality = p_directionality;
+}
+
+void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_attenuation = p_curve;
+}
+
+void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->field_texture = p_texture;
+}
+
+void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
+
+ if (particles_collision->heightfield_resolution == p_resolution) {
+ return;
+ }
+
+ particles_collision->heightfield_resolution = p_resolution;
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = RID();
+ }
+}
+
+AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, AABB());
+
+ switch (particles_collision->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ AABB aabb;
+ aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
+ aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
+ return aabb;
+ }
+ default: {
+ AABB aabb;
+ aabb.position = -particles_collision->extents;
+ aabb.size = particles_collision->extents * 2;
+ return aabb;
+ }
+ }
+
+ return AABB();
+}
+
+Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, Vector3());
+ return particles_collision->extents;
+}
+
+bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, false);
+ return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
+}
+
+Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const {
+ ParticlesCollision *pc = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_NULL_V(pc, nullptr);
+
+ return &pc->dependency;
+}
+
+/* Particles collision instance */
+
+RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
+ ParticlesCollisionInstance pci;
+ pci.collision = p_collision;
+ return particles_collision_instance_owner.make_rid(pci);
+}
+
+void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
+ particles_collision_instance_owner.free(p_rid);
+}
+
+void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->transform = p_transform;
+}
+
+void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->active = p_active;
+}
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
new file mode 100644
index 0000000000..97d100e2da
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
@@ -0,0 +1,562 @@
+/*************************************************************************/
+/* particles_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef PARTICLES_STORAGE_RD_H
+#define PARTICLES_STORAGE_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/shader_compiler.h"
+#include "servers/rendering/storage/particles_storage.h"
+#include "servers/rendering/storage/utilities.h"
+
+namespace RendererRD {
+
+class ParticlesStorage : public RendererParticlesStorage {
+private:
+ static ParticlesStorage *singleton;
+
+ /* PARTICLES */
+
+ struct ParticleData {
+ float xform[16];
+ float velocity[3];
+ uint32_t active;
+ float color[4];
+ float custom[3];
+ float lifetime;
+ };
+
+ struct ParticlesFrameParams {
+ enum {
+ MAX_ATTRACTORS = 32,
+ MAX_COLLIDERS = 32,
+ MAX_3D_TEXTURES = 7
+ };
+
+ enum AttractorType {
+ ATTRACTOR_TYPE_SPHERE,
+ ATTRACTOR_TYPE_BOX,
+ ATTRACTOR_TYPE_VECTOR_FIELD,
+ };
+
+ struct Attractor {
+ float transform[16];
+ float extents[3]; //exents or radius
+ uint32_t type;
+
+ uint32_t texture_index; //texture index for vector field
+ float strength;
+ float attenuation;
+ float directionality;
+ };
+
+ enum CollisionType {
+ COLLISION_TYPE_SPHERE,
+ COLLISION_TYPE_BOX,
+ COLLISION_TYPE_SDF,
+ COLLISION_TYPE_HEIGHT_FIELD,
+ COLLISION_TYPE_2D_SDF,
+
+ };
+
+ struct Collider {
+ float transform[16];
+ float extents[3]; //exents or radius
+ uint32_t type;
+
+ uint32_t texture_index; //texture index for vector field
+ real_t scale;
+ uint32_t pad[2];
+ };
+
+ uint32_t emitting;
+ float system_phase;
+ float prev_system_phase;
+ uint32_t cycle;
+
+ real_t explosiveness;
+ real_t randomness;
+ float time;
+ float delta;
+
+ uint32_t frame;
+ uint32_t pad0;
+ uint32_t pad1;
+ uint32_t pad2;
+
+ uint32_t random_seed;
+ uint32_t attractor_count;
+ uint32_t collider_count;
+ float particle_size;
+
+ float emission_transform[16];
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+ };
+
+ struct ParticleEmissionBufferData {
+ };
+
+ struct ParticleEmissionBuffer {
+ struct Data {
+ float xform[16];
+ float velocity[3];
+ uint32_t flags;
+ float color[4];
+ float custom[4];
+ };
+
+ int32_t particle_count;
+ int32_t particle_max;
+ uint32_t pad1;
+ uint32_t pad2;
+ Data data[1]; //its 2020 and empty arrays are still non standard in C++
+ };
+
+ struct Particles {
+ RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
+ bool inactive = true;
+ double inactive_time = 0.0;
+ bool emitting = false;
+ bool one_shot = false;
+ int amount = 0;
+ double lifetime = 1.0;
+ double pre_process_time = 0.0;
+ real_t explosiveness = 0.0;
+ real_t randomness = 0.0;
+ bool restart_request = false;
+ AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
+ bool use_local_coords = false;
+ bool has_collision_cache = false;
+
+ bool has_sdf_collision = false;
+ Transform2D sdf_collision_transform;
+ Rect2 sdf_collision_to_screen;
+ RID sdf_collision_texture;
+
+ RID process_material;
+ uint32_t frame_counter = 0;
+ RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
+
+ RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
+
+ Vector<RID> draw_passes;
+ Vector<Transform3D> trail_bind_poses;
+ bool trail_bind_poses_dirty = false;
+ RID trail_bind_pose_buffer;
+ RID trail_bind_pose_uniform_set;
+
+ RID particle_buffer;
+ RID particle_instance_buffer;
+ RID frame_params_buffer;
+
+ uint32_t userdata_count = 0;
+
+ RID particles_material_uniform_set;
+ RID particles_copy_uniform_set;
+ RID particles_transforms_buffer_uniform_set;
+ RID collision_textures_uniform_set;
+
+ RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
+ uint32_t collision_3d_textures_used = 0;
+ RID collision_heightmap_texture;
+
+ RID particles_sort_buffer;
+ RID particles_sort_uniform_set;
+
+ bool dirty = false;
+ Particles *update_list = nullptr;
+
+ RID sub_emitter;
+
+ double phase = 0.0;
+ double prev_phase = 0.0;
+ uint64_t prev_ticks = 0;
+ uint32_t random_seed = 0;
+
+ uint32_t cycle_number = 0;
+
+ double speed_scale = 1.0;
+
+ int fixed_fps = 30;
+ bool interpolate = true;
+ bool fractional_delta = false;
+ double frame_remainder = 0;
+ real_t collision_base_size = 0.01;
+
+ bool clear = true;
+
+ bool force_sub_emit = false;
+
+ Transform3D emission_transform;
+
+ Vector<uint8_t> emission_buffer_data;
+
+ ParticleEmissionBuffer *emission_buffer = nullptr;
+ RID emission_storage_buffer;
+
+ HashSet<RID> collisions;
+
+ Dependency dependency;
+
+ double trail_length = 1.0;
+ bool trails_enabled = false;
+ LocalVector<ParticlesFrameParams> frame_history;
+ LocalVector<ParticlesFrameParams> trail_params;
+
+ Particles() {
+ }
+ };
+
+ void _particles_process(Particles *p_particles, double p_delta);
+ void _particles_allocate_emission_buffer(Particles *particles);
+ void _particles_free_data(Particles *particles);
+ void _particles_update_buffers(Particles *particles);
+
+ struct ParticlesShader {
+ struct PushConstant {
+ float lifetime;
+ uint32_t clear;
+ uint32_t total_particles;
+ uint32_t trail_size;
+
+ uint32_t use_fractional_delta;
+ uint32_t sub_emitter_mode;
+ uint32_t can_emit;
+ uint32_t trail_pass;
+ };
+
+ ParticlesShaderRD shader;
+ ShaderCompiler compiler;
+
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+
+ RID base_uniform_set;
+
+ struct CopyPushConstant {
+ float sort_direction[3];
+ uint32_t total_particles;
+
+ uint32_t trail_size;
+ uint32_t trail_total;
+ float frame_delta;
+ float frame_remainder;
+
+ float align_up[3];
+ uint32_t align_mode;
+
+ uint32_t order_by_lifetime;
+ uint32_t lifetime_split;
+ uint32_t lifetime_reverse;
+ uint32_t copy_mode_2d;
+
+ float inv_emission_transform[16];
+ };
+
+ enum {
+ MAX_USERDATAS = 6
+ };
+ enum {
+ COPY_MODE_FILL_INSTANCES,
+ COPY_MODE_FILL_SORT_BUFFER,
+ COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
+ COPY_MODE_MAX,
+ };
+
+ ParticlesCopyShaderRD copy_shader;
+ RID copy_shader_version;
+ RID copy_pipelines[COPY_MODE_MAX * (MAX_USERDATAS + 1)];
+
+ LocalVector<float> pose_update_buffer;
+
+ } particles_shader;
+
+ Particles *particle_update_list = nullptr;
+
+ mutable RID_Owner<Particles, true> particles_owner;
+
+ /* Particle Shader */
+
+ struct ParticlesShaderData : public MaterialStorage::ShaderData {
+ bool valid = false;
+ RID version;
+ bool uses_collision = false;
+
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size = 0;
+
+ String path;
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ RID pipeline;
+
+ bool uses_time = false;
+
+ bool userdatas_used[ParticlesShader::MAX_USERDATAS] = {};
+ uint32_t userdata_count = 0;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ ParticlesShaderData() {}
+ virtual ~ParticlesShaderData();
+ };
+
+ MaterialStorage::ShaderData *_create_particles_shader_func();
+ static MaterialStorage::ShaderData *_create_particles_shader_funcs() {
+ return ParticlesStorage::get_singleton()->_create_particles_shader_func();
+ }
+
+ struct ParticlesMaterialData : public MaterialStorage::MaterialData {
+ ParticlesShaderData *shader_data = nullptr;
+ RID uniform_set;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~ParticlesMaterialData();
+ };
+
+ MaterialStorage::MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
+ static MaterialStorage::MaterialData *_create_particles_material_funcs(MaterialStorage::ShaderData *p_shader) {
+ return ParticlesStorage::get_singleton()->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
+ }
+
+ /* Particles Collision */
+
+ struct ParticlesCollision {
+ RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
+ uint32_t cull_mask = 0xFFFFFFFF;
+ float radius = 1.0;
+ Vector3 extents = Vector3(1, 1, 1);
+ float attractor_strength = 1.0;
+ float attractor_attenuation = 1.0;
+ float attractor_directionality = 0.0;
+ RID field_texture;
+ RID heightfield_texture;
+ RID heightfield_fb;
+ Size2i heightfield_fb_size;
+
+ RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
+
+ Dependency dependency;
+ };
+
+ struct ParticlesCollisionInstance {
+ RID collision;
+ Transform3D transform;
+ bool active = false;
+ };
+
+ mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
+
+ mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
+
+public:
+ static ParticlesStorage *get_singleton();
+
+ ParticlesStorage();
+ virtual ~ParticlesStorage();
+
+ /* PARTICLES */
+
+ bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }
+
+ virtual RID particles_allocate() override;
+ virtual void particles_initialize(RID p_particles_collision) override;
+ virtual void particles_free(RID p_rid) override;
+
+ virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
+ virtual void particles_set_emitting(RID p_particles, bool p_emitting) override;
+ virtual void particles_set_amount(RID p_particles, int p_amount) override;
+ virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override;
+ virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
+ virtual void particles_set_pre_process_time(RID p_particles, double p_time) override;
+ virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
+ virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
+ virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
+ virtual void particles_set_speed_scale(RID p_particles, double p_scale) override;
+ virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
+ virtual void particles_set_process_material(RID p_particles, RID p_material) override;
+ virtual RID particles_get_process_material(RID p_particles) const override;
+
+ virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override;
+ virtual void particles_set_interpolate(RID p_particles, bool p_enable) override;
+ virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
+ virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
+ virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
+
+ virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
+ virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
+
+ virtual void particles_restart(RID p_particles) override;
+ virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override;
+
+ virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
+
+ virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
+
+ virtual void particles_set_draw_passes(RID p_particles, int p_count) override;
+ virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
+
+ virtual void particles_request_process(RID p_particles) override;
+ virtual AABB particles_get_current_aabb(RID p_particles) override;
+ virtual AABB particles_get_aabb(RID p_particles) const override;
+
+ virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
+
+ virtual bool particles_get_emitting(RID p_particles) override;
+ virtual int particles_get_draw_passes(RID p_particles) const override;
+ virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
+
+ virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
+
+ virtual bool particles_is_inactive(RID p_particles) const override;
+
+ _FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
+ return particles->mode;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ r_trail_divisor = particles->trail_bind_poses.size();
+ } else {
+ r_trail_divisor = 1;
+ }
+
+ return particles->amount * r_trail_divisor;
+ }
+
+ _FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->has_collision_cache;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->use_local_coords;
+ }
+
+ _FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ if (particles->particles_transforms_buffer_uniform_set.is_null()) {
+ _particles_update_buffers(particles);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(particles->particle_instance_buffer);
+ uniforms.push_back(u);
+ }
+
+ particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
+ }
+
+ return particles->particles_transforms_buffer_uniform_set;
+ }
+
+ virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) override;
+ virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) override;
+ virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
+
+ virtual void update_particles() override;
+
+ Dependency *particles_get_dependency(RID p_particles) const;
+
+ /* Particles Collision */
+
+ bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); }
+
+ virtual RID particles_collision_allocate() override;
+ virtual void particles_collision_initialize(RID p_particles_collision) override;
+ virtual void particles_collision_free(RID p_rid) override;
+
+ virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
+ virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override; //for spheres
+ virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override; //for non-spheres
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
+ virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override; //for SDF and vector field, heightfield is dynamic
+ virtual void particles_collision_height_field_update(RID p_particles_collision) override; //for SDF and vector field
+ virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override; //for SDF and vector field
+ virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
+ Vector3 particles_collision_get_extents(RID p_particles_collision) const;
+ virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
+ virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
+
+ Dependency *particles_collision_get_dependency(RID p_particles) const;
+
+ //used from 2D and 3D
+ bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); }
+
+ virtual RID particles_collision_instance_create(RID p_collision) override;
+ virtual void particles_collision_instance_free(RID p_rid) override;
+ virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
+ virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
+};
+
+} // namespace RendererRD
+
+#endif // PARTICLES_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
new file mode 100644
index 0000000000..84427e1c93
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -0,0 +1,2857 @@
+/*************************************************************************/
+/* texture_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "texture_storage.h"
+#include "../effects/copy_effects.h"
+#include "material_storage.h"
+
+using namespace RendererRD;
+
+///////////////////////////////////////////////////////////////////////////
+// TextureStorage::CanvasTexture
+
+void TextureStorage::CanvasTexture::clear_sets() {
+ if (cleared_cache) {
+ return;
+ }
+ for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
+ for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_sets[i][j])) {
+ RD::get_singleton()->free(uniform_sets[i][j]);
+ uniform_sets[i][j] = RID();
+ }
+ }
+ }
+ cleared_cache = true;
+}
+
+TextureStorage::CanvasTexture::~CanvasTexture() {
+ clear_sets();
+}
+
+///////////////////////////////////////////////////////////////////////////
+// TextureStorage::Texture
+
+void TextureStorage::Texture::cleanup() {
+ if (RD::get_singleton()->texture_is_valid(rd_texture_srgb)) {
+ //erase this first, as it's a dependency of the one below
+ RD::get_singleton()->free(rd_texture_srgb);
+ }
+ if (RD::get_singleton()->texture_is_valid(rd_texture)) {
+ RD::get_singleton()->free(rd_texture);
+ }
+ if (canvas_texture) {
+ memdelete(canvas_texture);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////
+// TextureStorage
+
+TextureStorage *TextureStorage::singleton = nullptr;
+
+TextureStorage *TextureStorage::get_singleton() {
+ return singleton;
+}
+
+TextureStorage::TextureStorage() {
+ singleton = this;
+
+ { //create default textures
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ for (int i = 0; i < 16; i++) {
+ // Opaque white.
+ pv.set(i * 4 + 0, 255);
+ pv.set(i * 4 + 1, 255);
+ pv.set(i * 4 + 2, 255);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+
+ for (int i = 0; i < 16; i++) {
+ // Opaque black.
+ pv.set(i * 4 + 0, 0);
+ pv.set(i * 4 + 1, 0);
+ pv.set(i * 4 + 2, 0);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+
+ for (int i = 0; i < 16; i++) {
+ // Transparent black.
+ pv.set(i * 4 + 0, 0);
+ pv.set(i * 4 + 1, 0);
+ pv.set(i * 4 + 2, 0);
+ pv.set(i * 4 + 3, 0);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_TRANSPARENT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+
+ for (int i = 0; i < 16; i++) {
+ // Opaque normal map "flat" color.
+ pv.set(i * 4 + 0, 128);
+ pv.set(i * 4 + 1, 128);
+ pv.set(i * 4 + 2, 255);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_NORMAL] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+
+ for (int i = 0; i < 16; i++) {
+ // Opaque flowmap "flat" color.
+ pv.set(i * 4 + 0, 255);
+ pv.set(i * 4 + 1, 128);
+ pv.set(i * 4 + 2, 255);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_ANISO] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_D16_UNORM;
+ tf.width = 4;
+ tf.height = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+
+ Vector<uint8_t> sv;
+ sv.resize(16 * 2);
+ uint16_t *ptr = (uint16_t *)sv.ptrw();
+ for (int i = 0; i < 16; i++) {
+ ptr[i] = Math::make_half_float(1.0f);
+ }
+
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(sv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_DEPTH] = RD::get_singleton()->texture_create(tf, RD::TextureView(), vpv);
+ }
+
+ for (int i = 0; i < 16; i++) {
+ pv.set(i * 4 + 0, 0);
+ pv.set(i * 4 + 1, 0);
+ pv.set(i * 4 + 2, 0);
+ pv.set(i * 4 + 3, 0);
+ }
+
+ default_rd_textures[DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER] = RD::get_singleton()->texture_buffer_create(16, RD::DATA_FORMAT_R8G8B8A8_UNORM, pv);
+
+ for (int i = 0; i < 16; i++) {
+ pv.set(i * 4 + 0, 0);
+ pv.set(i * 4 + 1, 0);
+ pv.set(i * 4 + 2, 0);
+ pv.set(i * 4 + 3, 0);
+ }
+
+ {
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_2D_UINT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
+ { //create default black cubemap array
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.array_layers = 6;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ for (int i = 0; i < 16; i++) {
+ pv.set(i * 4 + 0, 0);
+ pv.set(i * 4 + 1, 0);
+ pv.set(i * 4 + 2, 0);
+ pv.set(i * 4 + 3, 0);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ for (int i = 0; i < 6; i++) {
+ vpv.push_back(pv);
+ }
+ default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
+ { //create default white cubemap array
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.array_layers = 6;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ for (int i = 0; i < 16; i++) {
+ pv.set(i * 4 + 0, 255);
+ pv.set(i * 4 + 1, 255);
+ pv.set(i * 4 + 2, 255);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ for (int i = 0; i < 6; i++) {
+ vpv.push_back(pv);
+ }
+ default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
+ { //create default black cubemap
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.array_layers = 6;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_CUBE;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ for (int i = 0; i < 16; i++) {
+ pv.set(i * 4 + 0, 0);
+ pv.set(i * 4 + 1, 0);
+ pv.set(i * 4 + 2, 0);
+ pv.set(i * 4 + 3, 0);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ for (int i = 0; i < 6; i++) {
+ vpv.push_back(pv);
+ }
+ default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
+ { //create default white cubemap
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.array_layers = 6;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_CUBE;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ for (int i = 0; i < 16; i++) {
+ pv.set(i * 4 + 0, 255);
+ pv.set(i * 4 + 1, 255);
+ pv.set(i * 4 + 2, 255);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ for (int i = 0; i < 6; i++) {
+ vpv.push_back(pv);
+ }
+ default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
+ { //create default 3D
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.depth = 4;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_3D;
+
+ Vector<uint8_t> pv;
+ pv.resize(64 * 4);
+ for (int i = 0; i < 64; i++) {
+ pv.set(i * 4 + 0, 0);
+ pv.set(i * 4 + 1, 0);
+ pv.set(i * 4 + 2, 0);
+ pv.set(i * 4 + 3, 0);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_3D_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ for (int i = 0; i < 64; i++) {
+ pv.set(i * 4 + 0, 255);
+ pv.set(i * 4 + 1, 255);
+ pv.set(i * 4 + 2, 255);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
+ { //create default array
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.array_layers = 1;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ for (int i = 0; i < 16; i++) {
+ pv.set(i * 4 + 0, 255);
+ pv.set(i * 4 + 1, 255);
+ pv.set(i * 4 + 2, 255);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
+ { // default atlas texture
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ for (int i = 0; i < 16; i++) {
+ pv.set(i * 4 + 0, 0);
+ pv.set(i * 4 + 1, 0);
+ pv.set(i * 4 + 2, 0);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ decal_atlas.texture_srgb = decal_atlas.texture;
+ }
+ }
+
+ { //create default VRS
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8_UINT;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ if (RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS)) {
+ tformat.usage_bits |= RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT;
+ }
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ Vector<uint8_t> pv;
+ pv.resize(4 * 4);
+ for (int i = 0; i < 4 * 4; i++) {
+ pv.set(i, 0);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_VRS] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
+ {
+ Vector<String> sdf_modes;
+ sdf_modes.push_back("\n#define MODE_LOAD\n");
+ sdf_modes.push_back("\n#define MODE_LOAD_SHRINK\n");
+ sdf_modes.push_back("\n#define MODE_PROCESS\n");
+ sdf_modes.push_back("\n#define MODE_PROCESS_OPTIMIZED\n");
+ sdf_modes.push_back("\n#define MODE_STORE\n");
+ sdf_modes.push_back("\n#define MODE_STORE_SHRINK\n");
+
+ rt_sdf.shader.initialize(sdf_modes);
+
+ rt_sdf.shader_version = rt_sdf.shader.version_create();
+
+ for (int i = 0; i < RenderTargetSDF::SHADER_MAX; i++) {
+ rt_sdf.pipelines[i] = RD::get_singleton()->compute_pipeline_create(rt_sdf.shader.version_get_shader(rt_sdf.shader_version, i));
+ }
+ }
+}
+
+TextureStorage::~TextureStorage() {
+ rt_sdf.shader.version_free(rt_sdf.shader_version);
+
+ if (decal_atlas.textures.size()) {
+ ERR_PRINT("Decal Atlas: " + itos(decal_atlas.textures.size()) + " textures were not removed from the atlas.");
+ }
+
+ if (decal_atlas.texture.is_valid()) {
+ RD::get_singleton()->free(decal_atlas.texture);
+ }
+
+ //def textures
+ for (int i = 0; i < DEFAULT_RD_TEXTURE_MAX; i++) {
+ if (default_rd_textures[i].is_valid()) {
+ RD::get_singleton()->free(default_rd_textures[i]);
+ }
+ }
+
+ singleton = nullptr;
+}
+
+bool TextureStorage::can_create_resources_async() const {
+ return true;
+}
+
+/* Canvas Texture API */
+
+RID TextureStorage::canvas_texture_allocate() {
+ return canvas_texture_owner.allocate_rid();
+}
+
+void TextureStorage::canvas_texture_initialize(RID p_rid) {
+ canvas_texture_owner.initialize_rid(p_rid);
+}
+
+void TextureStorage::canvas_texture_free(RID p_rid) {
+ canvas_texture_owner.free(p_rid);
+}
+
+void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+
+ switch (p_channel) {
+ case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
+ ct->diffuse = p_texture;
+ } break;
+ case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
+ ct->normal_map = p_texture;
+ } break;
+ case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
+ ct->specular = p_texture;
+ } break;
+ }
+
+ ct->clear_sets();
+}
+
+void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+
+ ct->specular_color.r = p_specular_color.r;
+ ct->specular_color.g = p_specular_color.g;
+ ct->specular_color.b = p_specular_color.b;
+ ct->specular_color.a = p_shininess;
+ ct->clear_sets();
+}
+
+void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+
+ ct->texture_filter = p_filter;
+ ct->clear_sets();
+}
+
+void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+ ct->texture_repeat = p_repeat;
+ ct->clear_sets();
+}
+
+bool TextureStorage::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular) {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ CanvasTexture *ct = nullptr;
+ Texture *t = get_texture(p_texture);
+
+ // TODO once we have our texture storage split off we'll look into moving this code into canvas_texture
+
+ if (t) {
+ //regular texture
+ if (!t->canvas_texture) {
+ t->canvas_texture = memnew(CanvasTexture);
+ t->canvas_texture->diffuse = p_texture;
+ }
+
+ ct = t->canvas_texture;
+ } else {
+ ct = canvas_texture_owner.get_or_null(p_texture);
+ }
+
+ if (!ct) {
+ return false; //invalid texture RID
+ }
+
+ RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
+ ERR_FAIL_COND_V(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, false);
+
+ RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
+ ERR_FAIL_COND_V(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, false);
+
+ RID uniform_set = ct->uniform_sets[filter][repeat];
+ if (!RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //create and update
+ Vector<RD::Uniform> uniforms;
+ { //diffuse
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+
+ t = get_texture(ct->diffuse);
+ if (!t) {
+ u.append_id(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
+ ct->size_cache = Size2i(1, 1);
+ } else {
+ u.append_id(t->rd_texture);
+ ct->size_cache = Size2i(t->width_2d, t->height_2d);
+ }
+ uniforms.push_back(u);
+ }
+ { //normal
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+
+ t = get_texture(ct->normal_map);
+ if (!t) {
+ u.append_id(texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL));
+ ct->use_normal_cache = false;
+ } else {
+ u.append_id(t->rd_texture);
+ ct->use_normal_cache = true;
+ }
+ uniforms.push_back(u);
+ }
+ { //specular
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+
+ t = get_texture(ct->specular);
+ if (!t) {
+ u.append_id(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
+ ct->use_specular_cache = false;
+ } else {
+ u.append_id(t->rd_texture);
+ ct->use_specular_cache = true;
+ }
+ uniforms.push_back(u);
+ }
+ { //sampler
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 3;
+ u.append_id(material_storage->sampler_rd_get_default(filter, repeat));
+ uniforms.push_back(u);
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, p_base_set);
+ ct->uniform_sets[filter][repeat] = uniform_set;
+ ct->cleared_cache = false;
+ }
+
+ r_uniform_set = uniform_set;
+ r_size = ct->size_cache;
+ r_specular_shininess = ct->specular_color;
+ r_use_normal = ct->use_normal_cache;
+ r_use_specular = ct->use_specular_cache;
+
+ return true;
+}
+
+/* Texture API */
+
+RID TextureStorage::texture_allocate() {
+ return texture_owner.allocate_rid();
+}
+
+void TextureStorage::texture_free(RID p_texture) {
+ Texture *t = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!t);
+ ERR_FAIL_COND(t->is_render_target);
+
+ t->cleanup();
+
+ if (t->is_proxy && t->proxy_to.is_valid()) {
+ Texture *proxy_to = texture_owner.get_or_null(t->proxy_to);
+ if (proxy_to) {
+ proxy_to->proxies.erase(p_texture);
+ }
+ }
+
+ decal_atlas_remove_texture(p_texture);
+
+ for (int i = 0; i < t->proxies.size(); i++) {
+ Texture *p = texture_owner.get_or_null(t->proxies[i]);
+ ERR_CONTINUE(!p);
+ p->proxy_to = RID();
+ p->rd_texture = RID();
+ p->rd_texture_srgb = RID();
+ }
+
+ texture_owner.free(p_texture);
+}
+
+void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
+ TextureToRDFormat ret_format;
+ Ref<Image> image = _validate_texture_format(p_image, ret_format);
+
+ Texture texture;
+
+ texture.type = TextureStorage::TYPE_2D;
+
+ texture.width = p_image->get_width();
+ texture.height = p_image->get_height();
+ texture.layers = 1;
+ texture.mipmaps = p_image->get_mipmap_count() + 1;
+ texture.depth = 1;
+ texture.format = p_image->get_format();
+ texture.validated_format = image->get_format();
+
+ texture.rd_type = RD::TEXTURE_TYPE_2D;
+ texture.rd_format = ret_format.format;
+ texture.rd_format_srgb = ret_format.format_srgb;
+
+ RD::TextureFormat rd_format;
+ RD::TextureView rd_view;
+ { //attempt register
+ rd_format.format = texture.rd_format;
+ rd_format.width = texture.width;
+ rd_format.height = texture.height;
+ rd_format.depth = 1;
+ rd_format.array_layers = 1;
+ rd_format.mipmaps = texture.mipmaps;
+ rd_format.texture_type = texture.rd_type;
+ rd_format.samples = RD::TEXTURE_SAMPLES_1;
+ rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
+ rd_format.shareable_formats.push_back(texture.rd_format);
+ rd_format.shareable_formats.push_back(texture.rd_format_srgb);
+ }
+ }
+ {
+ rd_view.swizzle_r = ret_format.swizzle_r;
+ rd_view.swizzle_g = ret_format.swizzle_g;
+ rd_view.swizzle_b = ret_format.swizzle_b;
+ rd_view.swizzle_a = ret_format.swizzle_a;
+ }
+ Vector<uint8_t> data = image->get_data(); //use image data
+ Vector<Vector<uint8_t>> data_slices;
+ data_slices.push_back(data);
+ texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
+ ERR_FAIL_COND(texture.rd_texture.is_null());
+ if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
+ rd_view.format_override = texture.rd_format_srgb;
+ texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
+ if (texture.rd_texture_srgb.is_null()) {
+ RD::get_singleton()->free(texture.rd_texture);
+ ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
+ }
+ }
+
+ //used for 2D, overridable
+ texture.width_2d = texture.width;
+ texture.height_2d = texture.height;
+ texture.is_render_target = false;
+ texture.rd_view = rd_view;
+ texture.is_proxy = false;
+
+ texture_owner.initialize_rid(p_texture, texture);
+}
+
+void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
+ ERR_FAIL_COND(p_layers.size() == 0);
+
+ ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6);
+ ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY && (p_layers.size() < 6 || (p_layers.size() % 6) != 0));
+
+ TextureToRDFormat ret_format;
+ Vector<Ref<Image>> images;
+ {
+ int valid_width = 0;
+ int valid_height = 0;
+ bool valid_mipmaps = false;
+ Image::Format valid_format = Image::FORMAT_MAX;
+
+ for (int i = 0; i < p_layers.size(); i++) {
+ ERR_FAIL_COND(p_layers[i]->is_empty());
+
+ if (i == 0) {
+ valid_width = p_layers[i]->get_width();
+ valid_height = p_layers[i]->get_height();
+ valid_format = p_layers[i]->get_format();
+ valid_mipmaps = p_layers[i]->has_mipmaps();
+ } else {
+ ERR_FAIL_COND(p_layers[i]->get_width() != valid_width);
+ ERR_FAIL_COND(p_layers[i]->get_height() != valid_height);
+ ERR_FAIL_COND(p_layers[i]->get_format() != valid_format);
+ ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps);
+ }
+
+ images.push_back(_validate_texture_format(p_layers[i], ret_format));
+ }
+ }
+
+ Texture texture;
+
+ texture.type = TextureStorage::TYPE_LAYERED;
+ texture.layered_type = p_layered_type;
+
+ texture.width = p_layers[0]->get_width();
+ texture.height = p_layers[0]->get_height();
+ texture.layers = p_layers.size();
+ texture.mipmaps = p_layers[0]->get_mipmap_count() + 1;
+ texture.depth = 1;
+ texture.format = p_layers[0]->get_format();
+ texture.validated_format = images[0]->get_format();
+
+ switch (p_layered_type) {
+ case RS::TEXTURE_LAYERED_2D_ARRAY: {
+ texture.rd_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ } break;
+ case RS::TEXTURE_LAYERED_CUBEMAP: {
+ texture.rd_type = RD::TEXTURE_TYPE_CUBE;
+ } break;
+ case RS::TEXTURE_LAYERED_CUBEMAP_ARRAY: {
+ texture.rd_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
+ } break;
+ }
+
+ texture.rd_format = ret_format.format;
+ texture.rd_format_srgb = ret_format.format_srgb;
+
+ RD::TextureFormat rd_format;
+ RD::TextureView rd_view;
+ { //attempt register
+ rd_format.format = texture.rd_format;
+ rd_format.width = texture.width;
+ rd_format.height = texture.height;
+ rd_format.depth = 1;
+ rd_format.array_layers = texture.layers;
+ rd_format.mipmaps = texture.mipmaps;
+ rd_format.texture_type = texture.rd_type;
+ rd_format.samples = RD::TEXTURE_SAMPLES_1;
+ rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
+ rd_format.shareable_formats.push_back(texture.rd_format);
+ rd_format.shareable_formats.push_back(texture.rd_format_srgb);
+ }
+ }
+ {
+ rd_view.swizzle_r = ret_format.swizzle_r;
+ rd_view.swizzle_g = ret_format.swizzle_g;
+ rd_view.swizzle_b = ret_format.swizzle_b;
+ rd_view.swizzle_a = ret_format.swizzle_a;
+ }
+ Vector<Vector<uint8_t>> data_slices;
+ for (int i = 0; i < images.size(); i++) {
+ Vector<uint8_t> data = images[i]->get_data(); //use image data
+ data_slices.push_back(data);
+ }
+ texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
+ ERR_FAIL_COND(texture.rd_texture.is_null());
+ if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
+ rd_view.format_override = texture.rd_format_srgb;
+ texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
+ if (texture.rd_texture_srgb.is_null()) {
+ RD::get_singleton()->free(texture.rd_texture);
+ ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
+ }
+ }
+
+ //used for 2D, overridable
+ texture.width_2d = texture.width;
+ texture.height_2d = texture.height;
+ texture.is_render_target = false;
+ texture.rd_view = rd_view;
+ texture.is_proxy = false;
+
+ texture_owner.initialize_rid(p_texture, texture);
+}
+
+void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
+ ERR_FAIL_COND(p_data.size() == 0);
+
+ Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data);
+ if (verr != Image::VALIDATE_3D_OK) {
+ ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr));
+ }
+
+ TextureToRDFormat ret_format;
+ Image::Format validated_format = Image::FORMAT_MAX;
+ Vector<uint8_t> all_data;
+ uint32_t mipmap_count = 0;
+ Vector<Texture::BufferSlice3D> slices;
+ {
+ Vector<Ref<Image>> images;
+ uint32_t all_data_size = 0;
+ images.resize(p_data.size());
+ for (int i = 0; i < p_data.size(); i++) {
+ TextureToRDFormat f;
+ images.write[i] = _validate_texture_format(p_data[i], f);
+ if (i == 0) {
+ ret_format = f;
+ validated_format = images[0]->get_format();
+ }
+
+ all_data_size += images[i]->get_data().size();
+ }
+
+ all_data.resize(all_data_size); //consolidate all data here
+ uint32_t offset = 0;
+ Size2i prev_size;
+ for (int i = 0; i < p_data.size(); i++) {
+ uint32_t s = images[i]->get_data().size();
+
+ memcpy(&all_data.write[offset], images[i]->get_data().ptr(), s);
+ {
+ Texture::BufferSlice3D slice;
+ slice.size.width = images[i]->get_width();
+ slice.size.height = images[i]->get_height();
+ slice.offset = offset;
+ slice.buffer_size = s;
+ slices.push_back(slice);
+ }
+ offset += s;
+
+ Size2i img_size(images[i]->get_width(), images[i]->get_height());
+ if (img_size != prev_size) {
+ mipmap_count++;
+ }
+ prev_size = img_size;
+ }
+ }
+
+ Texture texture;
+
+ texture.type = TextureStorage::TYPE_3D;
+ texture.width = p_width;
+ texture.height = p_height;
+ texture.depth = p_depth;
+ texture.mipmaps = mipmap_count;
+ texture.format = p_data[0]->get_format();
+ texture.validated_format = validated_format;
+
+ texture.buffer_size_3d = all_data.size();
+ texture.buffer_slices_3d = slices;
+
+ texture.rd_type = RD::TEXTURE_TYPE_3D;
+ texture.rd_format = ret_format.format;
+ texture.rd_format_srgb = ret_format.format_srgb;
+
+ RD::TextureFormat rd_format;
+ RD::TextureView rd_view;
+ { //attempt register
+ rd_format.format = texture.rd_format;
+ rd_format.width = texture.width;
+ rd_format.height = texture.height;
+ rd_format.depth = texture.depth;
+ rd_format.array_layers = 1;
+ rd_format.mipmaps = texture.mipmaps;
+ rd_format.texture_type = texture.rd_type;
+ rd_format.samples = RD::TEXTURE_SAMPLES_1;
+ rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
+ rd_format.shareable_formats.push_back(texture.rd_format);
+ rd_format.shareable_formats.push_back(texture.rd_format_srgb);
+ }
+ }
+ {
+ rd_view.swizzle_r = ret_format.swizzle_r;
+ rd_view.swizzle_g = ret_format.swizzle_g;
+ rd_view.swizzle_b = ret_format.swizzle_b;
+ rd_view.swizzle_a = ret_format.swizzle_a;
+ }
+ Vector<Vector<uint8_t>> data_slices;
+ data_slices.push_back(all_data); //one slice
+
+ texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
+ ERR_FAIL_COND(texture.rd_texture.is_null());
+ if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
+ rd_view.format_override = texture.rd_format_srgb;
+ texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
+ if (texture.rd_texture_srgb.is_null()) {
+ RD::get_singleton()->free(texture.rd_texture);
+ ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
+ }
+ }
+
+ //used for 2D, overridable
+ texture.width_2d = texture.width;
+ texture.height_2d = texture.height;
+ texture.is_render_target = false;
+ texture.rd_view = rd_view;
+ texture.is_proxy = false;
+
+ texture_owner.initialize_rid(p_texture, texture);
+}
+
+void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) {
+ Texture *tex = texture_owner.get_or_null(p_base);
+ ERR_FAIL_COND(!tex);
+ Texture proxy_tex = *tex;
+
+ proxy_tex.rd_view.format_override = tex->rd_format;
+ proxy_tex.rd_texture = RD::get_singleton()->texture_create_shared(proxy_tex.rd_view, tex->rd_texture);
+ if (proxy_tex.rd_texture_srgb.is_valid()) {
+ proxy_tex.rd_view.format_override = tex->rd_format_srgb;
+ proxy_tex.rd_texture_srgb = RD::get_singleton()->texture_create_shared(proxy_tex.rd_view, tex->rd_texture);
+ }
+ proxy_tex.proxy_to = p_base;
+ proxy_tex.is_render_target = false;
+ proxy_tex.is_proxy = true;
+ proxy_tex.proxies.clear();
+
+ texture_owner.initialize_rid(p_texture, proxy_tex);
+
+ tex->proxies.push_back(p_texture);
+}
+
+void TextureStorage::_texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate) {
+ ERR_FAIL_COND(p_image.is_null() || p_image->is_empty());
+
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+ ERR_FAIL_COND(tex->is_render_target);
+ ERR_FAIL_COND(p_image->get_width() != tex->width || p_image->get_height() != tex->height);
+ ERR_FAIL_COND(p_image->get_format() != tex->format);
+
+ if (tex->type == TextureStorage::TYPE_LAYERED) {
+ ERR_FAIL_INDEX(p_layer, tex->layers);
+ }
+
+#ifdef TOOLS_ENABLED
+ tex->image_cache_2d.unref();
+#endif
+ TextureToRDFormat f;
+ Ref<Image> validated = _validate_texture_format(p_image, f);
+
+ RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data());
+}
+
+void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
+ _texture_2d_update(p_texture, p_image, p_layer, false);
+}
+
+void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+ ERR_FAIL_COND(tex->type != TextureStorage::TYPE_3D);
+
+ Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
+ if (verr != Image::VALIDATE_3D_OK) {
+ ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr));
+ }
+
+ Vector<uint8_t> all_data;
+ {
+ Vector<Ref<Image>> images;
+ uint32_t all_data_size = 0;
+ images.resize(p_data.size());
+ for (int i = 0; i < p_data.size(); i++) {
+ Ref<Image> image = p_data[i];
+ if (image->get_format() != tex->validated_format) {
+ image = image->duplicate();
+ image->convert(tex->validated_format);
+ }
+ all_data_size += images[i]->get_data().size();
+ images.push_back(image);
+ }
+
+ all_data.resize(all_data_size); //consolidate all data here
+ uint32_t offset = 0;
+
+ for (int i = 0; i < p_data.size(); i++) {
+ uint32_t s = images[i]->get_data().size();
+ memcpy(&all_data.write[offset], images[i]->get_data().ptr(), s);
+ offset += s;
+ }
+ }
+
+ RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data);
+}
+
+void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+ ERR_FAIL_COND(!tex->is_proxy);
+ Texture *proxy_to = texture_owner.get_or_null(p_proxy_to);
+ ERR_FAIL_COND(!proxy_to);
+ ERR_FAIL_COND(proxy_to->is_proxy);
+
+ if (tex->proxy_to.is_valid()) {
+ //unlink proxy
+ if (RD::get_singleton()->texture_is_valid(tex->rd_texture)) {
+ RD::get_singleton()->free(tex->rd_texture);
+ tex->rd_texture = RID();
+ }
+ if (RD::get_singleton()->texture_is_valid(tex->rd_texture_srgb)) {
+ RD::get_singleton()->free(tex->rd_texture_srgb);
+ tex->rd_texture_srgb = RID();
+ }
+ Texture *prev_tex = texture_owner.get_or_null(tex->proxy_to);
+ ERR_FAIL_COND(!prev_tex);
+ prev_tex->proxies.erase(p_texture);
+ }
+
+ *tex = *proxy_to;
+
+ tex->proxy_to = p_proxy_to;
+ tex->is_render_target = false;
+ tex->is_proxy = true;
+ tex->proxies.clear();
+ proxy_to->proxies.push_back(p_texture);
+
+ tex->rd_view.format_override = tex->rd_format;
+ tex->rd_texture = RD::get_singleton()->texture_create_shared(tex->rd_view, proxy_to->rd_texture);
+ if (tex->rd_texture_srgb.is_valid()) {
+ tex->rd_view.format_override = tex->rd_format_srgb;
+ tex->rd_texture_srgb = RD::get_singleton()->texture_create_shared(tex->rd_view, proxy_to->rd_texture);
+ }
+}
+
+//these two APIs can be used together or in combination with the others.
+void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 0, 1, 1));
+
+ texture_2d_initialize(p_texture, image);
+}
+
+void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) {
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 0, 1, 1));
+
+ Vector<Ref<Image>> images;
+ if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
+ images.push_back(image);
+ } else {
+ //cube
+ for (int i = 0; i < 6; i++) {
+ images.push_back(image);
+ }
+ }
+
+ texture_2d_layered_initialize(p_texture, images, p_layered_type);
+}
+
+void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 0, 1, 1));
+
+ Vector<Ref<Image>> images;
+ //cube
+ for (int i = 0; i < 4; i++) {
+ images.push_back(image);
+ }
+
+ texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
+}
+
+Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND_V(!tex, Ref<Image>());
+
+#ifdef TOOLS_ENABLED
+ if (tex->image_cache_2d.is_valid() && !tex->is_render_target) {
+ return tex->image_cache_2d;
+ }
+#endif
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
+ ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
+ Ref<Image> image;
+ image.instantiate();
+ image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
+ ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
+ if (tex->format != tex->validated_format) {
+ image->convert(tex->format);
+ }
+
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint() && !tex->is_render_target) {
+ tex->image_cache_2d = image;
+ }
+#endif
+
+ return image;
+}
+
+Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) const {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND_V(!tex, Ref<Image>());
+
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, p_layer);
+ ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
+ Ref<Image> image;
+ image.instantiate();
+ image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
+ ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
+ if (tex->format != tex->validated_format) {
+ image->convert(tex->format);
+ }
+
+ return image;
+}
+
+Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND_V(!tex, Vector<Ref<Image>>());
+ ERR_FAIL_COND_V(tex->type != TextureStorage::TYPE_3D, Vector<Ref<Image>>());
+
+ Vector<uint8_t> all_data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
+
+ ERR_FAIL_COND_V(all_data.size() != (int)tex->buffer_size_3d, Vector<Ref<Image>>());
+
+ Vector<Ref<Image>> ret;
+
+ for (int i = 0; i < tex->buffer_slices_3d.size(); i++) {
+ const Texture::BufferSlice3D &bs = tex->buffer_slices_3d[i];
+ ERR_FAIL_COND_V(bs.offset >= (uint32_t)all_data.size(), Vector<Ref<Image>>());
+ ERR_FAIL_COND_V(bs.offset + bs.buffer_size > (uint32_t)all_data.size(), Vector<Ref<Image>>());
+ Vector<uint8_t> sub_region = all_data.slice(bs.offset, bs.offset + bs.buffer_size);
+
+ Ref<Image> img;
+ img.instantiate();
+ img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region);
+ ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>());
+ if (tex->format != tex->validated_format) {
+ img->convert(tex->format);
+ }
+
+ ret.push_back(img);
+ }
+
+ return ret;
+}
+
+void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+ ERR_FAIL_COND(tex->proxy_to.is_valid()); //can't replace proxy
+ Texture *by_tex = texture_owner.get_or_null(p_by_texture);
+ ERR_FAIL_COND(!by_tex);
+ ERR_FAIL_COND(by_tex->proxy_to.is_valid()); //can't replace proxy
+
+ if (tex == by_tex) {
+ return;
+ }
+
+ if (tex->rd_texture_srgb.is_valid()) {
+ RD::get_singleton()->free(tex->rd_texture_srgb);
+ }
+ RD::get_singleton()->free(tex->rd_texture);
+
+ if (tex->canvas_texture) {
+ memdelete(tex->canvas_texture);
+ tex->canvas_texture = nullptr;
+ }
+
+ Vector<RID> proxies_to_update = tex->proxies;
+ Vector<RID> proxies_to_redirect = by_tex->proxies;
+
+ *tex = *by_tex;
+
+ tex->proxies = proxies_to_update; //restore proxies, so they can be updated
+
+ if (tex->canvas_texture) {
+ tex->canvas_texture->diffuse = p_texture; //update
+ }
+
+ for (int i = 0; i < proxies_to_update.size(); i++) {
+ texture_proxy_update(proxies_to_update[i], p_texture);
+ }
+ for (int i = 0; i < proxies_to_redirect.size(); i++) {
+ texture_proxy_update(proxies_to_redirect[i], p_texture);
+ }
+ //delete last, so proxies can be updated
+ texture_owner.free(p_by_texture);
+
+ decal_atlas_mark_dirty_on_texture(p_texture);
+}
+
+void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+ ERR_FAIL_COND(tex->type != TextureStorage::TYPE_2D);
+
+ tex->width_2d = p_width;
+ tex->height_2d = p_height;
+}
+
+void TextureStorage::texture_set_path(RID p_texture, const String &p_path) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+
+ tex->path = p_path;
+}
+
+String TextureStorage::texture_get_path(RID p_texture) const {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND_V(!tex, String());
+
+ return tex->path;
+}
+
+void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+
+ tex->detect_3d_callback_ud = p_userdata;
+ tex->detect_3d_callback = p_callback;
+}
+
+void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+
+ tex->detect_normal_callback_ud = p_userdata;
+ tex->detect_normal_callback = p_callback;
+}
+
+void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+
+ tex->detect_roughness_callback_ud = p_userdata;
+ tex->detect_roughness_callback = p_callback;
+}
+
+void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) {
+}
+
+void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
+}
+
+Size2 TextureStorage::texture_size_with_proxy(RID p_proxy) {
+ return texture_2d_get_size(p_proxy);
+}
+
+Ref<Image> TextureStorage::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) {
+ Ref<Image> image = p_image->duplicate();
+
+ switch (p_image->get_format()) {
+ case Image::FORMAT_L8: {
+ r_format.format = RD::DATA_FORMAT_R8_UNORM;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break; //luminance
+ case Image::FORMAT_LA8: {
+ r_format.format = RD::DATA_FORMAT_R8G8_UNORM;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_G;
+ } break; //luminance-alpha
+ case Image::FORMAT_R8: {
+ r_format.format = RD::DATA_FORMAT_R8_UNORM;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break;
+ case Image::FORMAT_RG8: {
+ r_format.format = RD::DATA_FORMAT_R8G8_UNORM;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break;
+ case Image::FORMAT_RGB8: {
+ //this format is not mandatory for specification, check if supported first
+ if (false && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R8G8B8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT) && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R8G8B8_SRGB, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_R8G8B8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8_SRGB;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ image->convert(Image::FORMAT_RGBA8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+
+ } break;
+ case Image::FORMAT_RGBA8: {
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
+ } break;
+ case Image::FORMAT_RGBA4444: {
+ r_format.format = RD::DATA_FORMAT_B4G4R4A4_UNORM_PACK16;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_B; //needs swizzle
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
+ } break;
+ case Image::FORMAT_RGB565: {
+ r_format.format = RD::DATA_FORMAT_B5G6R5_UNORM_PACK16;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
+ } break;
+ case Image::FORMAT_RF: {
+ r_format.format = RD::DATA_FORMAT_R32_SFLOAT;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break; //float
+ case Image::FORMAT_RGF: {
+ r_format.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break;
+ case Image::FORMAT_RGBF: {
+ //this format is not mandatory for specification, check if supported first
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R32G32B32_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ image->convert(Image::FORMAT_RGBAF);
+ }
+
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break;
+ case Image::FORMAT_RGBAF: {
+ r_format.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
+
+ } break;
+ case Image::FORMAT_RH: {
+ r_format.format = RD::DATA_FORMAT_R16_SFLOAT;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+
+ } break; //half float
+ case Image::FORMAT_RGH: {
+ r_format.format = RD::DATA_FORMAT_R16G16_SFLOAT;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+
+ } break;
+ case Image::FORMAT_RGBH: {
+ //this format is not mandatory for specification, check if supported first
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R16G16B16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_R16G16B16_SFLOAT;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ image->convert(Image::FORMAT_RGBAH);
+ }
+
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break;
+ case Image::FORMAT_RGBAH: {
+ r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
+
+ } break;
+ case Image::FORMAT_RGBE9995: {
+ r_format.format = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
+#ifndef _MSC_VER
+#warning TODO need to make a function in Image to swap bits for this
+#endif
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_IDENTITY;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_IDENTITY;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_IDENTITY;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_IDENTITY;
+ } break;
+ case Image::FORMAT_DXT1: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK;
+ r_format.format_srgb = RD::DATA_FORMAT_BC1_RGB_SRGB_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBA8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+
+ } break; //s3tc bc1
+ case Image::FORMAT_DXT3: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC2_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_BC2_UNORM_BLOCK;
+ r_format.format_srgb = RD::DATA_FORMAT_BC2_SRGB_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBA8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
+
+ } break; //bc2
+ case Image::FORMAT_DXT5: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC3_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_BC3_UNORM_BLOCK;
+ r_format.format_srgb = RD::DATA_FORMAT_BC3_SRGB_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBA8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
+ } break; //bc3
+ case Image::FORMAT_RGTC_R: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC4_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_BC4_UNORM_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8_UNORM;
+ image->decompress();
+ image->convert(Image::FORMAT_R8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+
+ } break;
+ case Image::FORMAT_RGTC_RG: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_BC5_UNORM_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8_UNORM;
+ image->decompress();
+ image->convert(Image::FORMAT_RG8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+
+ } break;
+ case Image::FORMAT_BPTC_RGBA: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_BC7_UNORM_BLOCK;
+ r_format.format_srgb = RD::DATA_FORMAT_BC7_SRGB_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBA8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
+
+ } break; //btpc bc7
+ case Image::FORMAT_BPTC_RGBF: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC6H_SFLOAT_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_BC6H_SFLOAT_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBAH);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break; //float bc6h
+ case Image::FORMAT_BPTC_RGBFU: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC6H_UFLOAT_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_BC6H_UFLOAT_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBAH);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break; //unsigned float bc6hu
+ case Image::FORMAT_ETC2_R11: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8_UNORM;
+ image->decompress();
+ image->convert(Image::FORMAT_R8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+
+ } break; //etc2
+ case Image::FORMAT_ETC2_R11S: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11_SNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_EAC_R11_SNORM_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8_SNORM;
+ image->decompress();
+ image->convert(Image::FORMAT_R8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break; //signed: {} break; NOT srgb.
+ case Image::FORMAT_ETC2_RG11: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11G11_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_EAC_R11G11_UNORM_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8_UNORM;
+ image->decompress();
+ image->convert(Image::FORMAT_RG8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break;
+ case Image::FORMAT_ETC2_RG11S: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11G11_SNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_EAC_R11G11_SNORM_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8_SNORM;
+ image->decompress();
+ image->convert(Image::FORMAT_RG8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break;
+ case Image::FORMAT_ETC:
+ case Image::FORMAT_ETC2_RGB8: {
+ //ETC2 is backwards compatible with ETC1, and all modern platforms support it
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK;
+ r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBA8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+
+ } break;
+ case Image::FORMAT_ETC2_RGBA8: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK;
+ r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBA8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
+ } break;
+ case Image::FORMAT_ETC2_RGB8A1: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK;
+ r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBA8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
+ } break;
+ case Image::FORMAT_ETC2_RA_AS_RG: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK;
+ r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBA8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_A;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break;
+ case Image::FORMAT_DXT5_RA_AS_RG: {
+ if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC3_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
+ r_format.format = RD::DATA_FORMAT_BC3_UNORM_BLOCK;
+ r_format.format_srgb = RD::DATA_FORMAT_BC3_SRGB_BLOCK;
+ } else {
+ //not supported, reconvert
+ r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ image->decompress();
+ image->convert(Image::FORMAT_RGBA8);
+ }
+ r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ r_format.swizzle_g = RD::TEXTURE_SWIZZLE_A;
+ r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO;
+ r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ } break;
+
+ default: {
+ }
+ }
+
+ return image;
+}
+
+/* DECAL API */
+
+RID TextureStorage::decal_atlas_get_texture() const {
+ return decal_atlas.texture;
+}
+
+RID TextureStorage::decal_atlas_get_texture_srgb() const {
+ return decal_atlas.texture_srgb;
+}
+
+RID TextureStorage::decal_allocate() {
+ return decal_owner.allocate_rid();
+}
+
+void TextureStorage::decal_initialize(RID p_decal) {
+ decal_owner.initialize_rid(p_decal, Decal());
+}
+
+void TextureStorage::decal_free(RID p_rid) {
+ Decal *decal = decal_owner.get_or_null(p_rid);
+ for (int i = 0; i < RS::DECAL_TEXTURE_MAX; i++) {
+ if (decal->textures[i].is_valid() && owns_texture(decal->textures[i])) {
+ texture_remove_from_decal_atlas(decal->textures[i]);
+ }
+ }
+ decal->dependency.deleted_notify(p_rid);
+ decal_owner.free(p_rid);
+}
+
+void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->extents = p_extents;
+ decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND(!decal);
+ ERR_FAIL_INDEX(p_type, RS::DECAL_TEXTURE_MAX);
+
+ if (decal->textures[p_type] == p_texture) {
+ return;
+ }
+
+ ERR_FAIL_COND(p_texture.is_valid() && !owns_texture(p_texture));
+
+ if (decal->textures[p_type].is_valid() && owns_texture(decal->textures[p_type])) {
+ texture_remove_from_decal_atlas(decal->textures[p_type]);
+ }
+
+ decal->textures[p_type] = p_texture;
+
+ if (decal->textures[p_type].is_valid()) {
+ texture_add_to_decal_atlas(decal->textures[p_type]);
+ }
+
+ decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_DECAL);
+}
+
+void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->emission_energy = p_energy;
+}
+
+void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->albedo_mix = p_mix;
+}
+
+void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->modulate = p_modulate;
+}
+
+void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->cull_mask = p_layers;
+ decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->distance_fade = p_enabled;
+ decal->distance_fade_begin = p_begin;
+ decal->distance_fade_length = p_length;
+}
+
+void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->upper_fade = p_above;
+ decal->lower_fade = p_below;
+}
+
+void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->normal_fade = p_fade;
+}
+
+void TextureStorage::decal_atlas_mark_dirty_on_texture(RID p_texture) {
+ if (decal_atlas.textures.has(p_texture)) {
+ //belongs to decal atlas..
+
+ decal_atlas.dirty = true; //mark it dirty since it was most likely modified
+ }
+}
+
+void TextureStorage::decal_atlas_remove_texture(RID p_texture) {
+ if (decal_atlas.textures.has(p_texture)) {
+ decal_atlas.textures.erase(p_texture);
+ //there is not much a point of making it dirty, just let it be.
+ }
+}
+
+AABB TextureStorage::decal_get_aabb(RID p_decal) const {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND_V(!decal, AABB());
+
+ return AABB(-decal->extents, decal->extents * 2.0);
+}
+
+Dependency *TextureStorage::decal_get_dependency(RID p_decal) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
+ ERR_FAIL_COND_V(!decal, nullptr);
+
+ return &decal->dependency;
+}
+
+void TextureStorage::update_decal_atlas() {
+ RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
+ ERR_FAIL_NULL(copy_effects);
+
+ if (!decal_atlas.dirty) {
+ return; //nothing to do
+ }
+
+ decal_atlas.dirty = false;
+
+ if (decal_atlas.texture.is_valid()) {
+ RD::get_singleton()->free(decal_atlas.texture);
+ decal_atlas.texture = RID();
+ decal_atlas.texture_srgb = RID();
+ decal_atlas.texture_mipmaps.clear();
+ }
+
+ int border = 1 << decal_atlas.mipmaps;
+
+ if (decal_atlas.textures.size()) {
+ //generate atlas
+ Vector<DecalAtlas::SortItem> itemsv;
+ itemsv.resize(decal_atlas.textures.size());
+ int base_size = 8;
+
+ int idx = 0;
+
+ for (const KeyValue<RID, DecalAtlas::Texture> &E : decal_atlas.textures) {
+ DecalAtlas::SortItem &si = itemsv.write[idx];
+
+ Texture *src_tex = get_texture(E.key);
+
+ si.size.width = (src_tex->width / border) + 1;
+ si.size.height = (src_tex->height / border) + 1;
+ si.pixel_size = Size2i(src_tex->width, src_tex->height);
+
+ if (base_size < si.size.width) {
+ base_size = nearest_power_of_2_templated(si.size.width);
+ }
+
+ si.texture = E.key;
+ idx++;
+ }
+
+ //sort items by size
+ itemsv.sort();
+
+ //attempt to create atlas
+ int item_count = itemsv.size();
+ DecalAtlas::SortItem *items = itemsv.ptrw();
+
+ int atlas_height = 0;
+
+ while (true) {
+ Vector<int> v_offsetsv;
+ v_offsetsv.resize(base_size);
+
+ int *v_offsets = v_offsetsv.ptrw();
+ memset(v_offsets, 0, sizeof(int) * base_size);
+
+ int max_height = 0;
+
+ for (int i = 0; i < item_count; i++) {
+ //best fit
+ DecalAtlas::SortItem &si = items[i];
+ int best_idx = -1;
+ int best_height = 0x7FFFFFFF;
+ for (int j = 0; j <= base_size - si.size.width; j++) {
+ int height = 0;
+ for (int k = 0; k < si.size.width; k++) {
+ int h = v_offsets[k + j];
+ if (h > height) {
+ height = h;
+ if (height > best_height) {
+ break; //already bad
+ }
+ }
+ }
+
+ if (height < best_height) {
+ best_height = height;
+ best_idx = j;
+ }
+ }
+
+ //update
+ for (int k = 0; k < si.size.width; k++) {
+ v_offsets[k + best_idx] = best_height + si.size.height;
+ }
+
+ si.pos.x = best_idx;
+ si.pos.y = best_height;
+
+ if (si.pos.y + si.size.height > max_height) {
+ max_height = si.pos.y + si.size.height;
+ }
+ }
+
+ if (max_height <= base_size * 2) {
+ atlas_height = max_height;
+ break; //good ratio, break;
+ }
+
+ base_size *= 2;
+ }
+
+ decal_atlas.size.width = base_size * border;
+ decal_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
+
+ for (int i = 0; i < item_count; i++) {
+ DecalAtlas::Texture *t = decal_atlas.textures.getptr(items[i].texture);
+ t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2);
+ t->uv_rect.size = items[i].pixel_size;
+
+ t->uv_rect.position /= Size2(decal_atlas.size);
+ t->uv_rect.size /= Size2(decal_atlas.size);
+ }
+ } else {
+ //use border as size, so it at least has enough mipmaps
+ decal_atlas.size.width = border;
+ decal_atlas.size.height = border;
+ }
+
+ //blit textures
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = decal_atlas.size.width;
+ tformat.height = decal_atlas.size.height;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+ tformat.mipmaps = decal_atlas.mipmaps;
+ tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_UNORM);
+ tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
+
+ decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+ RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1);
+
+ {
+ //create the framebuffer
+
+ Size2i s = decal_atlas.size;
+
+ for (int i = 0; i < decal_atlas.mipmaps; i++) {
+ DecalAtlas::MipMap mm;
+ mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), decal_atlas.texture, 0, i);
+ Vector<RID> fb;
+ fb.push_back(mm.texture);
+ mm.fb = RD::get_singleton()->framebuffer_create(fb);
+ mm.size = s;
+ decal_atlas.texture_mipmaps.push_back(mm);
+
+ s.width = MAX(1, s.width >> 1);
+ s.height = MAX(1, s.height >> 1);
+ }
+ {
+ //create the SRGB variant
+ RD::TextureView rd_view;
+ rd_view.format_override = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ decal_atlas.texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, decal_atlas.texture);
+ }
+ }
+
+ RID prev_texture;
+ for (int i = 0; i < decal_atlas.texture_mipmaps.size(); i++) {
+ const DecalAtlas::MipMap &mm = decal_atlas.texture_mipmaps[i];
+
+ Color clear_color(0, 0, 0, 0);
+
+ if (decal_atlas.textures.size()) {
+ if (i == 0) {
+ Vector<Color> cc;
+ cc.push_back(clear_color);
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(mm.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, cc);
+
+ for (const KeyValue<RID, DecalAtlas::Texture> &E : decal_atlas.textures) {
+ DecalAtlas::Texture *t = decal_atlas.textures.getptr(E.key);
+ Texture *src_tex = get_texture(E.key);
+ copy_effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
+ }
+
+ RD::get_singleton()->draw_list_end();
+
+ prev_texture = mm.texture;
+ } else {
+ copy_effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
+ prev_texture = mm.texture;
+ }
+ } else {
+ RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1);
+ }
+ }
+}
+
+void TextureStorage::texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
+ if (!decal_atlas.textures.has(p_texture)) {
+ DecalAtlas::Texture t;
+ t.users = 1;
+ t.panorama_to_dp_users = p_panorama_to_dp ? 1 : 0;
+ decal_atlas.textures[p_texture] = t;
+ decal_atlas.dirty = true;
+ } else {
+ DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
+ t->users++;
+ if (p_panorama_to_dp) {
+ t->panorama_to_dp_users++;
+ }
+ }
+}
+
+void TextureStorage::texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
+ DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
+ ERR_FAIL_COND(!t);
+ t->users--;
+ if (p_panorama_to_dp) {
+ ERR_FAIL_COND(t->panorama_to_dp_users == 0);
+ t->panorama_to_dp_users--;
+ }
+ if (t->users == 0) {
+ decal_atlas.textures.erase(p_texture);
+ //do not mark it dirty, there is no need to since it remains working
+ }
+}
+
+/* RENDER TARGET API */
+
+void TextureStorage::_clear_render_target(RenderTarget *rt) {
+ //free in reverse dependency order
+ if (rt->framebuffer.is_valid()) {
+ RD::get_singleton()->free(rt->framebuffer);
+ rt->framebuffer_uniform_set = RID(); //chain deleted
+ }
+
+ if (rt->color.is_valid()) {
+ RD::get_singleton()->free(rt->color);
+ }
+
+ if (rt->backbuffer.is_valid()) {
+ RD::get_singleton()->free(rt->backbuffer);
+ rt->backbuffer = RID();
+ rt->backbuffer_mipmaps.clear();
+ rt->backbuffer_uniform_set = RID(); //chain deleted
+ }
+
+ _render_target_clear_sdf(rt);
+
+ rt->framebuffer = RID();
+ rt->color = RID();
+}
+
+void TextureStorage::_update_render_target(RenderTarget *rt) {
+ if (rt->texture.is_null()) {
+ //create a placeholder until updated
+ rt->texture = texture_allocate();
+ texture_2d_placeholder_initialize(rt->texture);
+ Texture *tex = get_texture(rt->texture);
+ tex->is_render_target = true;
+ }
+
+ _clear_render_target(rt);
+
+ if (rt->size.width == 0 || rt->size.height == 0) {
+ return;
+ }
+ //until we implement support for HDR monitors (and render target is attached to screen), this is enough.
+ rt->color_format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ rt->color_format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ rt->image_format = rt->is_transparent ? Image::FORMAT_RGBA8 : Image::FORMAT_RGB8;
+
+ RD::TextureFormat rd_format;
+ RD::TextureView rd_view;
+ { //attempt register
+ rd_format.format = rt->color_format;
+ rd_format.width = rt->size.width;
+ rd_format.height = rt->size.height;
+ rd_format.depth = 1;
+ rd_format.array_layers = rt->view_count; // for stereo we create two (or more) layers, need to see if we can make fallback work like this too if we don't have multiview
+ rd_format.mipmaps = 1;
+ if (rd_format.array_layers > 1) { // why are we not using rt->texture_type ??
+ rd_format.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ } else {
+ rd_format.texture_type = RD::TEXTURE_TYPE_2D;
+ }
+ rd_format.samples = RD::TEXTURE_SAMPLES_1;
+ rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ rd_format.shareable_formats.push_back(rt->color_format);
+ rd_format.shareable_formats.push_back(rt->color_format_srgb);
+ }
+
+ rt->color = RD::get_singleton()->texture_create(rd_format, rd_view);
+ ERR_FAIL_COND(rt->color.is_null());
+
+ Vector<RID> fb_textures;
+ fb_textures.push_back(rt->color);
+ rt->framebuffer = RD::get_singleton()->framebuffer_create(fb_textures, RenderingDevice::INVALID_ID, rt->view_count);
+ if (rt->framebuffer.is_null()) {
+ _clear_render_target(rt);
+ ERR_FAIL_COND(rt->framebuffer.is_null());
+ }
+
+ { //update texture
+
+ Texture *tex = get_texture(rt->texture);
+
+ //free existing textures
+ if (RD::get_singleton()->texture_is_valid(tex->rd_texture)) {
+ RD::get_singleton()->free(tex->rd_texture);
+ }
+ if (RD::get_singleton()->texture_is_valid(tex->rd_texture_srgb)) {
+ RD::get_singleton()->free(tex->rd_texture_srgb);
+ }
+
+ tex->rd_texture = RID();
+ tex->rd_texture_srgb = RID();
+
+ //create shared textures to the color buffer,
+ //so transparent can be supported
+ RD::TextureView view;
+ view.format_override = rt->color_format;
+ if (!rt->is_transparent) {
+ view.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
+ }
+ tex->rd_texture = RD::get_singleton()->texture_create_shared(view, rt->color);
+ if (rt->color_format_srgb != RD::DATA_FORMAT_MAX) {
+ view.format_override = rt->color_format_srgb;
+ tex->rd_texture_srgb = RD::get_singleton()->texture_create_shared(view, rt->color);
+ }
+ tex->rd_view = view;
+ tex->width = rt->size.width;
+ tex->height = rt->size.height;
+ tex->width_2d = rt->size.width;
+ tex->height_2d = rt->size.height;
+ tex->rd_format = rt->color_format;
+ tex->rd_format_srgb = rt->color_format_srgb;
+ tex->format = rt->image_format;
+
+ Vector<RID> proxies = tex->proxies; //make a copy, since update may change it
+ for (int i = 0; i < proxies.size(); i++) {
+ texture_proxy_update(proxies[i], rt->texture);
+ }
+ }
+}
+
+void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
+ ERR_FAIL_COND(rt->backbuffer.is_valid());
+
+ uint32_t mipmaps_required = Image::get_image_required_mipmaps(rt->size.width, rt->size.height, Image::FORMAT_RGBA8);
+ RD::TextureFormat tf;
+ tf.format = rt->color_format;
+ tf.width = rt->size.width;
+ tf.height = rt->size.height;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ tf.mipmaps = mipmaps_required;
+
+ rt->backbuffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rt->backbuffer, "Render Target Back Buffer");
+ rt->backbuffer_mipmap0 = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, 0);
+ RD::get_singleton()->set_resource_name(rt->backbuffer_mipmap0, "Back Buffer slice mipmap 0");
+
+ {
+ Vector<RID> fb_tex;
+ fb_tex.push_back(rt->backbuffer_mipmap0);
+ rt->backbuffer_fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ }
+
+ if (rt->framebuffer_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rt->framebuffer_uniform_set)) {
+ //the new one will require the backbuffer.
+ RD::get_singleton()->free(rt->framebuffer_uniform_set);
+ rt->framebuffer_uniform_set = RID();
+ }
+ //create mipmaps
+ for (uint32_t i = 1; i < mipmaps_required; i++) {
+ RID mipmap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, i);
+ RD::get_singleton()->set_resource_name(mipmap, "Back Buffer slice mip: " + itos(i));
+
+ rt->backbuffer_mipmaps.push_back(mipmap);
+ }
+}
+
+RID TextureStorage::render_target_create() {
+ RenderTarget render_target;
+
+ render_target.was_used = false;
+ render_target.clear_requested = false;
+
+ _update_render_target(&render_target);
+ return render_target_owner.make_rid(render_target);
+}
+
+void TextureStorage::render_target_free(RID p_rid) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_rid);
+
+ _clear_render_target(rt);
+
+ if (rt->texture.is_valid()) {
+ Texture *tex = get_texture(rt->texture);
+ tex->is_render_target = false;
+ texture_free(rt->texture);
+ }
+
+ render_target_owner.free(p_rid);
+}
+
+void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) {
+ //unused for this render target
+}
+
+void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (rt->size.x != p_width || rt->size.y != p_height || rt->view_count != p_view_count) {
+ rt->size.x = p_width;
+ rt->size.y = p_height;
+ rt->view_count = p_view_count;
+ _update_render_target(rt);
+ }
+}
+
+RID TextureStorage::render_target_get_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ return rt->texture;
+}
+
+void TextureStorage::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
+}
+
+void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_is_transparent) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->is_transparent = p_is_transparent;
+ _update_render_target(rt);
+}
+
+void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_value) {
+}
+
+bool TextureStorage::render_target_was_used(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
+ return rt->was_used;
+}
+
+void TextureStorage::render_target_set_as_unused(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->was_used = false;
+}
+
+Size2 TextureStorage::render_target_get_size(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, Size2());
+
+ return rt->size;
+}
+
+RID TextureStorage::render_target_get_rd_framebuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ return rt->framebuffer;
+}
+
+RID TextureStorage::render_target_get_rd_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ return rt->color;
+}
+
+RID TextureStorage::render_target_get_rd_backbuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ return rt->backbuffer;
+}
+
+RID TextureStorage::render_target_get_rd_backbuffer_framebuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ if (!rt->backbuffer.is_valid()) {
+ _create_render_target_backbuffer(rt);
+ }
+
+ return rt->backbuffer_fb;
+}
+
+void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->clear_requested = true;
+ rt->clear_color = p_clear_color;
+}
+
+bool TextureStorage::render_target_is_clear_requested(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
+ return rt->clear_requested;
+}
+
+Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, Color());
+ return rt->clear_color;
+}
+
+void TextureStorage::render_target_disable_clear_request(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->clear_requested = false;
+}
+
+void TextureStorage::render_target_do_clear_request(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (!rt->clear_requested) {
+ return;
+ }
+ Vector<Color> clear_colors;
+ clear_colors.push_back(rt->clear_color);
+ RD::get_singleton()->draw_list_begin(rt->framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
+ RD::get_singleton()->draw_list_end();
+ rt->clear_requested = false;
+}
+
+void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) {
+ return;
+ }
+
+ rt->sdf_oversize = p_size;
+ rt->sdf_scale = p_scale;
+
+ _render_target_clear_sdf(rt);
+}
+
+Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const {
+ Size2i margin;
+ int scale;
+ switch (rt->sdf_oversize) {
+ case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: {
+ scale = 100;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: {
+ scale = 120;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: {
+ scale = 150;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: {
+ scale = 200;
+ } break;
+ default: {
+ }
+ }
+
+ margin = (rt->size * scale / 100) - rt->size;
+
+ Rect2i r(Vector2i(), rt->size);
+ r.position -= margin;
+ r.size += margin * 2;
+
+ return r;
+}
+
+Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
+ const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, Rect2i());
+
+ return _render_target_get_sdf_rect(rt);
+}
+
+void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->sdf_enabled = p_enabled;
+}
+
+bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const {
+ const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
+
+ return rt->sdf_enabled;
+}
+
+RID TextureStorage::render_target_get_sdf_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ if (rt->sdf_buffer_read.is_null()) {
+ // no texture, create a dummy one for the 2D uniform set
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ memset(pv.ptrw(), 0, 16 * 4);
+ Vector<Vector<uint8_t>> vpv;
+
+ rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+
+ return rt->sdf_buffer_read;
+}
+
+void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) {
+ ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_valid());
+ if (rt->sdf_buffer_read.is_valid()) {
+ RD::get_singleton()->free(rt->sdf_buffer_read);
+ rt->sdf_buffer_read = RID();
+ }
+
+ Size2i size = _render_target_get_sdf_rect(rt).size;
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8_UNORM;
+ tformat.width = size.width;
+ tformat.height = size.height;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ rt->sdf_buffer_write = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+
+ {
+ Vector<RID> write_fb;
+ write_fb.push_back(rt->sdf_buffer_write);
+ rt->sdf_buffer_write_fb = RD::get_singleton()->framebuffer_create(write_fb);
+ }
+
+ int scale;
+ switch (rt->sdf_scale) {
+ case RS::VIEWPORT_SDF_SCALE_100_PERCENT: {
+ scale = 100;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
+ scale = 50;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
+ scale = 25;
+ } break;
+ default: {
+ scale = 100;
+ } break;
+ }
+
+ rt->process_size = size * scale / 100;
+ rt->process_size.x = MAX(rt->process_size.x, 1);
+ rt->process_size.y = MAX(rt->process_size.y, 1);
+
+ tformat.format = RD::DATA_FORMAT_R16G16_SINT;
+ tformat.width = rt->process_size.width;
+ tformat.height = rt->process_size.height;
+ tformat.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ rt->sdf_buffer_process[0] = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+ rt->sdf_buffer_process[1] = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+
+ tformat.format = RD::DATA_FORMAT_R16_SNORM;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.append_id(rt->sdf_buffer_write);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.append_id(rt->sdf_buffer_read);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.append_id(rt->sdf_buffer_process[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 4;
+ u.append_id(rt->sdf_buffer_process[1]);
+ uniforms.push_back(u);
+ }
+
+ rt->sdf_buffer_process_uniform_sets[0] = RD::get_singleton()->uniform_set_create(uniforms, rt_sdf.shader.version_get_shader(rt_sdf.shader_version, 0), 0);
+ RID aux2 = uniforms.write[2].get_id(0);
+ RID aux3 = uniforms.write[3].get_id(0);
+ uniforms.write[2].set_id(0, aux3);
+ uniforms.write[3].set_id(0, aux2);
+ rt->sdf_buffer_process_uniform_sets[1] = RD::get_singleton()->uniform_set_create(uniforms, rt_sdf.shader.version_get_shader(rt_sdf.shader_version, 0), 0);
+ }
+}
+
+void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) {
+ if (rt->sdf_buffer_read.is_valid()) {
+ RD::get_singleton()->free(rt->sdf_buffer_read);
+ rt->sdf_buffer_read = RID();
+ }
+ if (rt->sdf_buffer_write_fb.is_valid()) {
+ RD::get_singleton()->free(rt->sdf_buffer_write);
+ RD::get_singleton()->free(rt->sdf_buffer_process[0]);
+ RD::get_singleton()->free(rt->sdf_buffer_process[1]);
+ rt->sdf_buffer_write = RID();
+ rt->sdf_buffer_write_fb = RID();
+ rt->sdf_buffer_process[0] = RID();
+ rt->sdf_buffer_process[1] = RID();
+ rt->sdf_buffer_process_uniform_sets[0] = RID();
+ rt->sdf_buffer_process_uniform_sets[1] = RID();
+ }
+}
+
+RID TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ if (rt->sdf_buffer_write_fb.is_null()) {
+ _render_target_allocate_sdf(rt);
+ }
+
+ return rt->sdf_buffer_write_fb;
+}
+void TextureStorage::render_target_sdf_process(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_null());
+
+ RenderTargetSDF::PushConstant push_constant;
+
+ Rect2i r = _render_target_get_sdf_rect(rt);
+
+ push_constant.size[0] = r.size.width;
+ push_constant.size[1] = r.size.height;
+ push_constant.stride = 0;
+ push_constant.shift = 0;
+ push_constant.base_size[0] = r.size.width;
+ push_constant.base_size[1] = r.size.height;
+
+ bool shrink = false;
+
+ switch (rt->sdf_scale) {
+ case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
+ push_constant.size[0] >>= 1;
+ push_constant.size[1] >>= 1;
+ push_constant.shift = 1;
+ shrink = true;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
+ push_constant.size[0] >>= 2;
+ push_constant.size[1] >>= 2;
+ push_constant.shift = 2;
+ shrink = true;
+ } break;
+ default: {
+ };
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ /* Load */
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_LOAD_SHRINK : RenderTargetSDF::SHADER_LOAD]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[1], 0); //fill [0]
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
+
+ /* Process */
+
+ int stride = nearest_power_of_2_templated(MAX(push_constant.size[0], push_constant.size[1]) / 2);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[RenderTargetSDF::SHADER_PROCESS]);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ bool swap = false;
+
+ //jumpflood
+ while (stride > 0) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0);
+ push_constant.stride = stride;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
+ stride /= 2;
+ swap = !swap;
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ /* Store */
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_STORE_SHRINK : RenderTargetSDF::SHADER_STORE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+ ERR_FAIL_NULL(copy_effects);
+
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (!rt->backbuffer.is_valid()) {
+ _create_render_target_backbuffer(rt);
+ }
+
+ Rect2i region;
+ if (p_region == Rect2i()) {
+ region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
+ }
+
+ // TODO figure out stereo support here
+
+ //single texture copy for backbuffer
+ //RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
+ copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
+
+ if (!p_gen_mipmaps) {
+ return;
+ }
+ RD::get_singleton()->draw_command_begin_label("Gaussian Blur Mipmaps");
+ //then mipmap blur
+ RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps.
+
+ for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
+ region.position.x >>= 1;
+ region.position.y >>= 1;
+ region.size.x = MAX(1, region.size.x >> 1);
+ region.size.y = MAX(1, region.size.y >> 1);
+
+ RID mipmap = rt->backbuffer_mipmaps[i];
+ copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ prev_texture = mipmap;
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+ ERR_FAIL_NULL(copy_effects);
+
+ if (!rt->backbuffer.is_valid()) {
+ _create_render_target_backbuffer(rt);
+ }
+
+ Rect2i region;
+ if (p_region == Rect2i()) {
+ region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
+ }
+
+ //single texture copy for backbuffer
+ copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
+}
+
+void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+ ERR_FAIL_NULL(copy_effects);
+
+ if (!rt->backbuffer.is_valid()) {
+ _create_render_target_backbuffer(rt);
+ }
+
+ Rect2i region;
+ if (p_region == Rect2i()) {
+ region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
+ }
+ RD::get_singleton()->draw_command_begin_label("Gaussian Blur Mipmaps2");
+ //then mipmap blur
+ RID prev_texture = rt->backbuffer_mipmap0;
+
+ for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
+ region.position.x >>= 1;
+ region.position.y >>= 1;
+ region.size.x = MAX(1, region.size.x >> 1);
+ region.size.y = MAX(1, region.size.y >> 1);
+
+ RID mipmap = rt->backbuffer_mipmaps[i];
+ copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ prev_texture = mipmap;
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+RID TextureStorage::render_target_get_framebuffer_uniform_set(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ return rt->framebuffer_uniform_set;
+}
+RID TextureStorage::render_target_get_backbuffer_uniform_set(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ return rt->backbuffer_uniform_set;
+}
+
+void TextureStorage::render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->framebuffer_uniform_set = p_uniform_set;
+}
+
+void TextureStorage::render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->backbuffer_uniform_set = p_uniform_set;
+}
+
+void TextureStorage::render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->vrs_mode = p_mode;
+}
+
+void TextureStorage::render_target_set_vrs_texture(RID p_render_target, RID p_texture) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->vrs_texture = p_texture;
+}
+
+RS::ViewportVRSMode TextureStorage::render_target_get_vrs_mode(RID p_render_target) const {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RS::VIEWPORT_VRS_DISABLED);
+
+ return rt->vrs_mode;
+}
+
+RID TextureStorage::render_target_get_vrs_texture(RID p_render_target) const {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ return rt->vrs_texture;
+}
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
new file mode 100644
index 0000000000..682c951f63
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
@@ -0,0 +1,600 @@
+/*************************************************************************/
+/* texture_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef TEXTURE_STORAGE_RD_H
+#define TEXTURE_STORAGE_RD_H
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h"
+#include "servers/rendering/storage/texture_storage.h"
+#include "servers/rendering/storage/utilities.h"
+
+namespace RendererRD {
+
+class LightStorage;
+class MaterialStorage;
+
+class TextureStorage : public RendererTextureStorage {
+public:
+ enum DefaultRDTexture {
+ DEFAULT_RD_TEXTURE_WHITE,
+ DEFAULT_RD_TEXTURE_BLACK,
+ DEFAULT_RD_TEXTURE_TRANSPARENT,
+ DEFAULT_RD_TEXTURE_NORMAL,
+ DEFAULT_RD_TEXTURE_ANISO,
+ DEFAULT_RD_TEXTURE_DEPTH,
+ DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
+ DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
+ DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
+ DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
+ DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE,
+ DEFAULT_RD_TEXTURE_3D_WHITE,
+ DEFAULT_RD_TEXTURE_3D_BLACK,
+ DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
+ DEFAULT_RD_TEXTURE_2D_UINT,
+ DEFAULT_RD_TEXTURE_VRS,
+ DEFAULT_RD_TEXTURE_MAX
+ };
+
+ enum TextureType {
+ TYPE_2D,
+ TYPE_LAYERED,
+ TYPE_3D
+ };
+
+private:
+ friend class LightStorage;
+ friend class MaterialStorage;
+
+ static TextureStorage *singleton;
+
+ RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
+
+ /* Canvas Texture API */
+
+ class CanvasTexture {
+ public:
+ RID diffuse;
+ RID normal_map;
+ RID specular;
+ Color specular_color = Color(1, 1, 1, 1);
+ float shininess = 1.0;
+
+ RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
+ RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
+ RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
+
+ Size2i size_cache = Size2i(1, 1);
+ bool use_normal_cache = false;
+ bool use_specular_cache = false;
+ bool cleared_cache = true;
+
+ void clear_sets();
+ ~CanvasTexture();
+ };
+
+ RID_Owner<CanvasTexture, true> canvas_texture_owner;
+
+ /* Texture API */
+
+ class Texture {
+ public:
+ TextureType type;
+ RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
+
+ RenderingDevice::TextureType rd_type;
+ RID rd_texture;
+ RID rd_texture_srgb;
+ RenderingDevice::DataFormat rd_format;
+ RenderingDevice::DataFormat rd_format_srgb;
+
+ RD::TextureView rd_view;
+
+ Image::Format format;
+ Image::Format validated_format;
+
+ int width;
+ int height;
+ int depth;
+ int layers;
+ int mipmaps;
+
+ int height_2d;
+ int width_2d;
+
+ struct BufferSlice3D {
+ Size2i size;
+ uint32_t offset = 0;
+ uint32_t buffer_size = 0;
+ };
+ Vector<BufferSlice3D> buffer_slices_3d;
+ uint32_t buffer_size_3d = 0;
+
+ bool is_render_target;
+ bool is_proxy;
+
+ Ref<Image> image_cache_2d;
+ String path;
+
+ RID proxy_to;
+ Vector<RID> proxies;
+
+ HashSet<RID> lightmap_users;
+
+ RS::TextureDetectCallback detect_3d_callback = nullptr;
+ void *detect_3d_callback_ud = nullptr;
+
+ RS::TextureDetectCallback detect_normal_callback = nullptr;
+ void *detect_normal_callback_ud = nullptr;
+
+ RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
+ void *detect_roughness_callback_ud = nullptr;
+
+ CanvasTexture *canvas_texture = nullptr;
+
+ void cleanup();
+ };
+
+ //textures can be created from threads, so this RID_Owner is thread safe
+ mutable RID_Owner<Texture, true> texture_owner;
+ Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
+
+ struct TextureToRDFormat {
+ RD::DataFormat format;
+ RD::DataFormat format_srgb;
+ RD::TextureSwizzle swizzle_r;
+ RD::TextureSwizzle swizzle_g;
+ RD::TextureSwizzle swizzle_b;
+ RD::TextureSwizzle swizzle_a;
+ TextureToRDFormat() {
+ format = RD::DATA_FORMAT_MAX;
+ format_srgb = RD::DATA_FORMAT_MAX;
+ swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ swizzle_a = RD::TEXTURE_SWIZZLE_A;
+ }
+ };
+
+ Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format);
+ void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0, bool p_immediate = false);
+
+ /* DECAL API */
+
+ struct DecalAtlas {
+ struct Texture {
+ int panorama_to_dp_users;
+ int users;
+ Rect2 uv_rect;
+ };
+
+ struct SortItem {
+ RID texture;
+ Size2i pixel_size;
+ Size2i size;
+ Point2i pos;
+
+ bool operator<(const SortItem &p_item) const {
+ //sort larger to smaller
+ if (size.height == p_item.size.height) {
+ return size.width > p_item.size.width;
+ } else {
+ return size.height > p_item.size.height;
+ }
+ }
+ };
+
+ HashMap<RID, Texture> textures;
+ bool dirty = true;
+ int mipmaps = 5;
+
+ RID texture;
+ RID texture_srgb;
+ struct MipMap {
+ RID fb;
+ RID texture;
+ Size2i size;
+ };
+ Vector<MipMap> texture_mipmaps;
+
+ Size2i size;
+ } decal_atlas;
+
+ struct Decal {
+ Vector3 extents = Vector3(1, 1, 1);
+ RID textures[RS::DECAL_TEXTURE_MAX];
+ float emission_energy = 1.0;
+ float albedo_mix = 1.0;
+ Color modulate = Color(1, 1, 1, 1);
+ uint32_t cull_mask = (1 << 20) - 1;
+ float upper_fade = 0.3;
+ float lower_fade = 0.3;
+ bool distance_fade = false;
+ float distance_fade_begin = 40.0;
+ float distance_fade_length = 10.0;
+ float normal_fade = 0.0;
+
+ Dependency dependency;
+ };
+
+ mutable RID_Owner<Decal, true> decal_owner;
+ Decal *get_decal(RID p_rid) const { return decal_owner.get_or_null(p_rid); };
+
+ /* RENDER TARGET API */
+
+ struct RenderTarget {
+ Size2i size;
+ uint32_t view_count;
+ RID framebuffer;
+ RID color;
+
+ //used for retrieving from CPU
+ RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
+ RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
+ Image::Format image_format = Image::FORMAT_L8;
+
+ bool is_transparent = false;
+
+ bool sdf_enabled = false;
+
+ RID backbuffer; //used for effects
+ RID backbuffer_fb;
+ RID backbuffer_mipmap0;
+
+ Vector<RID> backbuffer_mipmaps;
+
+ RID framebuffer_uniform_set;
+ RID backbuffer_uniform_set;
+
+ RID sdf_buffer_write;
+ RID sdf_buffer_write_fb;
+ RID sdf_buffer_process[2];
+ RID sdf_buffer_read;
+ RID sdf_buffer_process_uniform_sets[2];
+ RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
+ RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
+ Size2i process_size;
+
+ // VRS
+ RS::ViewportVRSMode vrs_mode = RS::VIEWPORT_VRS_DISABLED;
+ RID vrs_texture;
+
+ //texture generated for this owner (nor RD).
+ RID texture;
+ bool was_used;
+
+ //clear request
+ bool clear_requested;
+ Color clear_color;
+ };
+
+ mutable RID_Owner<RenderTarget> render_target_owner;
+ RenderTarget *get_render_target(RID p_rid) const { return render_target_owner.get_or_null(p_rid); };
+
+ void _clear_render_target(RenderTarget *rt);
+ void _update_render_target(RenderTarget *rt);
+ void _create_render_target_backbuffer(RenderTarget *rt);
+ void _render_target_allocate_sdf(RenderTarget *rt);
+ void _render_target_clear_sdf(RenderTarget *rt);
+ Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
+
+ struct RenderTargetSDF {
+ enum {
+ SHADER_LOAD,
+ SHADER_LOAD_SHRINK,
+ SHADER_PROCESS,
+ SHADER_PROCESS_OPTIMIZED,
+ SHADER_STORE,
+ SHADER_STORE_SHRINK,
+ SHADER_MAX
+ };
+
+ struct PushConstant {
+ int32_t size[2];
+ int32_t stride;
+ int32_t shift;
+ int32_t base_size[2];
+ int32_t pad[2];
+ };
+
+ CanvasSdfShaderRD shader;
+ RID shader_version;
+ RID pipelines[SHADER_MAX];
+ } rt_sdf;
+
+public:
+ static TextureStorage *get_singleton();
+
+ _FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) {
+ return default_rd_textures[p_texture];
+ }
+
+ TextureStorage();
+ virtual ~TextureStorage();
+
+ /* Canvas Texture API */
+
+ bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
+
+ virtual RID canvas_texture_allocate() override;
+ virtual void canvas_texture_initialize(RID p_rid) override;
+ virtual void canvas_texture_free(RID p_rid) override;
+
+ virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
+ virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
+
+ virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
+ virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
+
+ bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular);
+
+ /* Texture API */
+
+ bool owns_texture(RID p_rid) const { return texture_owner.owns(p_rid); };
+
+ virtual bool can_create_resources_async() const override;
+
+ virtual RID texture_allocate() override;
+ virtual void texture_free(RID p_rid) override;
+
+ virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
+ virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
+ virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
+ virtual void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
+
+ virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
+ virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override;
+ virtual void texture_proxy_update(RID p_proxy, RID p_base) override;
+
+ //these two APIs can be used together or in combination with the others.
+ virtual void texture_2d_placeholder_initialize(RID p_texture) override;
+ virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
+ virtual void texture_3d_placeholder_initialize(RID p_texture) override;
+
+ virtual Ref<Image> texture_2d_get(RID p_texture) const override;
+ virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override;
+ virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override;
+
+ virtual void texture_replace(RID p_texture, RID p_by_texture) override;
+ virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
+
+ virtual void texture_set_path(RID p_texture, const String &p_path) override;
+ virtual String texture_get_path(RID p_texture) const override;
+
+ virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
+ virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
+ virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override;
+
+ virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
+
+ virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
+
+ virtual Size2 texture_size_with_proxy(RID p_proxy) override;
+
+ //internal usage
+ _FORCE_INLINE_ TextureType texture_get_type(RID p_texture) {
+ RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture);
+ if (tex == nullptr) {
+ return TYPE_2D;
+ }
+
+ return tex->type;
+ }
+
+ _FORCE_INLINE_ int texture_get_layers(RID p_texture) {
+ RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture);
+ if (tex == nullptr) {
+ return 1;
+ }
+
+ return tex->layers;
+ }
+
+ _FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
+ if (p_texture.is_null()) {
+ return RID();
+ }
+ RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture);
+
+ if (!tex) {
+ return RID();
+ }
+ return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
+ }
+
+ _FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) {
+ if (p_texture.is_null()) {
+ return Size2i();
+ }
+ RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture);
+
+ if (!tex) {
+ return Size2i();
+ }
+ return Size2i(tex->width_2d, tex->height_2d);
+ }
+
+ /* DECAL API */
+
+ void update_decal_atlas();
+
+ bool owns_decal(RID p_rid) const { return decal_owner.owns(p_rid); };
+
+ RID decal_atlas_get_texture() const;
+ RID decal_atlas_get_texture_srgb() const;
+ _FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) {
+ DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
+ if (!t) {
+ return Rect2();
+ }
+
+ return t->uv_rect;
+ }
+
+ virtual RID decal_allocate() override;
+ virtual void decal_initialize(RID p_decal) override;
+ virtual void decal_free(RID p_rid) override;
+
+ virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
+ virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
+ virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
+ virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
+ virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
+ virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
+ virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
+ virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
+ virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;
+
+ void decal_atlas_mark_dirty_on_texture(RID p_texture);
+ void decal_atlas_remove_texture(RID p_texture);
+
+ virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override;
+ virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override;
+
+ _FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->extents;
+ }
+
+ _FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->textures[p_texture];
+ }
+
+ _FORCE_INLINE_ Color decal_get_modulate(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->modulate;
+ }
+
+ _FORCE_INLINE_ float decal_get_emission_energy(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->emission_energy;
+ }
+
+ _FORCE_INLINE_ float decal_get_albedo_mix(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->albedo_mix;
+ }
+
+ _FORCE_INLINE_ uint32_t decal_get_cull_mask(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->cull_mask;
+ }
+
+ _FORCE_INLINE_ float decal_get_upper_fade(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->upper_fade;
+ }
+
+ _FORCE_INLINE_ float decal_get_lower_fade(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->lower_fade;
+ }
+
+ _FORCE_INLINE_ float decal_get_normal_fade(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->normal_fade;
+ }
+
+ _FORCE_INLINE_ bool decal_is_distance_fade_enabled(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->distance_fade;
+ }
+
+ _FORCE_INLINE_ float decal_get_distance_fade_begin(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->distance_fade_begin;
+ }
+
+ _FORCE_INLINE_ float decal_get_distance_fade_length(RID p_decal) {
+ const Decal *decal = decal_owner.get_or_null(p_decal);
+ return decal->distance_fade_length;
+ }
+
+ virtual AABB decal_get_aabb(RID p_decal) const override;
+ Dependency *decal_get_dependency(RID p_decal);
+
+ /* RENDER TARGET API */
+
+ bool owns_render_target(RID p_rid) const { return render_target_owner.owns(p_rid); };
+
+ virtual RID render_target_create() override;
+ virtual void render_target_free(RID p_rid) override;
+
+ virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
+ virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
+ virtual RID render_target_get_texture(RID p_render_target) override;
+ virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;
+ virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) override;
+ virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) override;
+ virtual bool render_target_was_used(RID p_render_target) override;
+ virtual void render_target_set_as_unused(RID p_render_target) override;
+
+ void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
+ void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
+ void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
+ RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
+
+ virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
+ virtual bool render_target_is_clear_requested(RID p_render_target) override;
+ virtual Color render_target_get_clear_request_color(RID p_render_target) override;
+ virtual void render_target_disable_clear_request(RID p_render_target) override;
+ virtual void render_target_do_clear_request(RID p_render_target) override;
+
+ virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
+ RID render_target_get_sdf_texture(RID p_render_target);
+ RID render_target_get_sdf_framebuffer(RID p_render_target);
+ void render_target_sdf_process(RID p_render_target);
+ virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
+ virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
+ bool render_target_is_sdf_enabled(RID p_render_target) const;
+
+ virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override;
+ virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override;
+
+ RS::ViewportVRSMode render_target_get_vrs_mode(RID p_render_target) const;
+ RID render_target_get_vrs_texture(RID p_render_target) const;
+
+ Size2 render_target_get_size(RID p_render_target);
+ RID render_target_get_rd_framebuffer(RID p_render_target);
+ RID render_target_get_rd_texture(RID p_render_target);
+ RID render_target_get_rd_backbuffer(RID p_render_target);
+ RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target);
+
+ RID render_target_get_framebuffer_uniform_set(RID p_render_target);
+ RID render_target_get_backbuffer_uniform_set(RID p_render_target);
+
+ void render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set);
+ void render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set);
+};
+
+} // namespace RendererRD
+
+#endif // TEXTURE_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
new file mode 100644
index 0000000000..fcef2f24bf
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
@@ -0,0 +1,344 @@
+/*************************************************************************/
+/* utilities.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "utilities.h"
+#include "../environment/fog.h"
+#include "../environment/gi.h"
+#include "light_storage.h"
+#include "mesh_storage.h"
+#include "particles_storage.h"
+#include "texture_storage.h"
+
+using namespace RendererRD;
+
+Utilities *Utilities::singleton = nullptr;
+
+Utilities::Utilities() {
+ singleton = this;
+}
+
+Utilities::~Utilities() {
+ singleton = nullptr;
+}
+
+/* INSTANCES */
+
+RS::InstanceType Utilities::get_base_type(RID p_rid) const {
+ if (RendererRD::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
+ return RS::INSTANCE_MESH;
+ }
+ if (RendererRD::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
+ return RS::INSTANCE_MULTIMESH;
+ }
+ if (RendererRD::LightStorage::get_singleton()->owns_reflection_probe(p_rid)) {
+ return RS::INSTANCE_REFLECTION_PROBE;
+ }
+ if (RendererRD::TextureStorage::get_singleton()->owns_decal(p_rid)) {
+ return RS::INSTANCE_DECAL;
+ }
+ if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_rid)) {
+ return RS::INSTANCE_VOXEL_GI;
+ }
+ if (RendererRD::LightStorage::get_singleton()->owns_light(p_rid)) {
+ return RS::INSTANCE_LIGHT;
+ }
+ if (RendererRD::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
+ return RS::INSTANCE_LIGHTMAP;
+ }
+ if (RendererRD::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
+ return RS::INSTANCE_PARTICLES;
+ }
+ if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
+ return RS::INSTANCE_PARTICLES_COLLISION;
+ }
+ if (RendererRD::Fog::get_singleton()->owns_fog_volume(p_rid)) {
+ return RS::INSTANCE_FOG_VOLUME;
+ }
+ if (owns_visibility_notifier(p_rid)) {
+ return RS::INSTANCE_VISIBLITY_NOTIFIER;
+ }
+
+ return RS::INSTANCE_NONE;
+}
+
+bool Utilities::free(RID p_rid) {
+ if (RendererRD::TextureStorage::get_singleton()->owns_texture(p_rid)) {
+ RendererRD::TextureStorage::get_singleton()->texture_free(p_rid);
+ } else if (RendererRD::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
+ RendererRD::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
+ } else if (RendererRD::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
+ RendererRD::MaterialStorage::get_singleton()->shader_free(p_rid);
+ } else if (RendererRD::MaterialStorage::get_singleton()->owns_material(p_rid)) {
+ RendererRD::MaterialStorage::get_singleton()->material_free(p_rid);
+ } else if (RendererRD::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
+ RendererRD::MeshStorage::get_singleton()->mesh_free(p_rid);
+ } else if (RendererRD::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) {
+ RendererRD::MeshStorage::get_singleton()->mesh_instance_free(p_rid);
+ } else if (RendererRD::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
+ RendererRD::MeshStorage::get_singleton()->multimesh_free(p_rid);
+ } else if (RendererRD::MeshStorage::get_singleton()->owns_skeleton(p_rid)) {
+ RendererRD::MeshStorage::get_singleton()->skeleton_free(p_rid);
+ } else if (RendererRD::LightStorage::get_singleton()->owns_reflection_probe(p_rid)) {
+ RendererRD::LightStorage::get_singleton()->reflection_probe_free(p_rid);
+ } else if (RendererRD::TextureStorage::get_singleton()->owns_decal(p_rid)) {
+ RendererRD::TextureStorage::get_singleton()->decal_free(p_rid);
+ } else if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_rid)) {
+ RendererRD::GI::get_singleton()->voxel_gi_free(p_rid);
+ } else if (RendererRD::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
+ RendererRD::LightStorage::get_singleton()->lightmap_free(p_rid);
+ } else if (RendererRD::LightStorage::get_singleton()->owns_light(p_rid)) {
+ RendererRD::LightStorage::get_singleton()->light_free(p_rid);
+ } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
+ RendererRD::ParticlesStorage::get_singleton()->particles_free(p_rid);
+ } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
+ RendererRD::ParticlesStorage::get_singleton()->particles_collision_free(p_rid);
+ } else if (owns_visibility_notifier(p_rid)) {
+ visibility_notifier_free(p_rid);
+ } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision_instance(p_rid)) {
+ RendererRD::ParticlesStorage::get_singleton()->particles_collision_instance_free(p_rid);
+ } else if (RendererRD::Fog::get_singleton()->owns_fog_volume(p_rid)) {
+ RendererRD::Fog::get_singleton()->fog_free(p_rid);
+ } else if (RendererRD::TextureStorage::get_singleton()->owns_render_target(p_rid)) {
+ RendererRD::TextureStorage::get_singleton()->render_target_free(p_rid);
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+/* DEPENDENCIES */
+
+void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
+ if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
+ Dependency *dependency = MeshStorage::get_singleton()->mesh_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+ } else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
+ Dependency *dependency = MeshStorage::get_singleton()->multimesh_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+
+ RID mesh = MeshStorage::get_singleton()->multimesh_get_mesh(p_base);
+ if (mesh.is_valid()) {
+ base_update_dependency(mesh, p_instance);
+ }
+ } else if (LightStorage::get_singleton()->owns_reflection_probe(p_base)) {
+ Dependency *dependency = LightStorage::get_singleton()->reflection_probe_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+ } else if (TextureStorage::get_singleton()->owns_decal(p_base)) {
+ Dependency *dependency = TextureStorage::get_singleton()->decal_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+ } else if (GI::get_singleton()->owns_voxel_gi(p_base)) {
+ GI::VoxelGI *gip = GI::get_singleton()->get_voxel_gi(p_base);
+ p_instance->update_dependency(&gip->dependency);
+ } else if (LightStorage::get_singleton()->owns_lightmap(p_base)) {
+ Dependency *dependency = LightStorage::get_singleton()->lightmap_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+ } else if (LightStorage::get_singleton()->owns_light(p_base)) {
+ Dependency *dependency = LightStorage::get_singleton()->light_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+ } else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) {
+ Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+ } else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
+ Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+ } else if (Fog::get_singleton()->owns_fog_volume(p_base)) {
+ Fog::FogVolume *fv = Fog::get_singleton()->get_fog_volume(p_base);
+ p_instance->update_dependency(&fv->dependency);
+ } else if (owns_visibility_notifier(p_base)) {
+ VisibilityNotifier *vn = get_visibility_notifier(p_base);
+ p_instance->update_dependency(&vn->dependency);
+ }
+}
+
+/* VISIBILITY NOTIFIER */
+
+RID Utilities::visibility_notifier_allocate() {
+ return visibility_notifier_owner.allocate_rid();
+}
+
+void Utilities::visibility_notifier_initialize(RID p_notifier) {
+ visibility_notifier_owner.initialize_rid(p_notifier, VisibilityNotifier());
+}
+
+void Utilities::visibility_notifier_free(RID p_notifier) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ vn->dependency.deleted_notify(p_notifier);
+ visibility_notifier_owner.free(p_notifier);
+}
+
+void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND(!vn);
+ vn->aabb = p_aabb;
+ vn->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND(!vn);
+ vn->enter_callback = p_enter_callbable;
+ vn->exit_callback = p_exit_callable;
+}
+
+AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const {
+ const VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND_V(!vn, AABB());
+ return vn->aabb;
+}
+
+void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND(!vn);
+
+ if (p_enter) {
+ if (!vn->enter_callback.is_null()) {
+ if (p_deferred) {
+ vn->enter_callback.call_deferredp(nullptr, 0);
+ } else {
+ Variant r;
+ Callable::CallError ce;
+ vn->enter_callback.callp(nullptr, 0, r, ce);
+ }
+ }
+ } else {
+ if (!vn->exit_callback.is_null()) {
+ if (p_deferred) {
+ vn->exit_callback.call_deferredp(nullptr, 0);
+ } else {
+ Variant r;
+ Callable::CallError ce;
+ vn->exit_callback.callp(nullptr, 0, r, ce);
+ }
+ }
+ }
+}
+
+/* TIMING */
+
+void Utilities::capture_timestamps_begin() {
+ RD::get_singleton()->capture_timestamp("Frame Begin");
+}
+
+void Utilities::capture_timestamp(const String &p_name) {
+ RD::get_singleton()->capture_timestamp(p_name);
+}
+
+uint32_t Utilities::get_captured_timestamps_count() const {
+ return RD::get_singleton()->get_captured_timestamps_count();
+}
+
+uint64_t Utilities::get_captured_timestamps_frame() const {
+ return RD::get_singleton()->get_captured_timestamps_frame();
+}
+
+uint64_t Utilities::get_captured_timestamp_gpu_time(uint32_t p_index) const {
+ return RD::get_singleton()->get_captured_timestamp_gpu_time(p_index);
+}
+
+uint64_t Utilities::get_captured_timestamp_cpu_time(uint32_t p_index) const {
+ return RD::get_singleton()->get_captured_timestamp_cpu_time(p_index);
+}
+
+String Utilities::get_captured_timestamp_name(uint32_t p_index) const {
+ return RD::get_singleton()->get_captured_timestamp_name(p_index);
+}
+
+/* MISC */
+
+void Utilities::update_dirty_resources() {
+ MaterialStorage::get_singleton()->_update_global_shader_uniforms(); //must do before materials, so it can queue them for update
+ MaterialStorage::get_singleton()->_update_queued_materials();
+ MeshStorage::get_singleton()->_update_dirty_multimeshes();
+ MeshStorage::get_singleton()->_update_dirty_skeletons();
+ TextureStorage::get_singleton()->update_decal_atlas();
+}
+
+bool Utilities::has_os_feature(const String &p_feature) const {
+ if (!RD::get_singleton()) {
+ return false;
+ }
+
+ if (p_feature == "rgtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
+ return true;
+ }
+
+#if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
+ // Some Android devices report support for S3TC but we don't expect that and don't export the textures.
+ // This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
+ // For good measure we do the same hack for iOS, just in case.
+ if (p_feature == "s3tc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
+ return true;
+ }
+#endif
+
+ if (p_feature == "bptc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
+ return true;
+ }
+
+ if ((p_feature == "etc" || p_feature == "etc2") && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
+ return true;
+ }
+
+ return false;
+}
+
+void Utilities::update_memory_info() {
+ texture_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TEXTURES);
+ buffer_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_BUFFERS);
+ total_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TOTAL);
+}
+
+uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
+ if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
+ return texture_mem_cache;
+ } else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
+ return buffer_mem_cache;
+ } else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) {
+ return total_mem_cache;
+ }
+ return 0;
+}
+
+String Utilities::get_video_adapter_name() const {
+ return RenderingDevice::get_singleton()->get_device_name();
+}
+
+String Utilities::get_video_adapter_vendor() const {
+ return RenderingDevice::get_singleton()->get_device_vendor_name();
+}
+
+RenderingDevice::DeviceType Utilities::get_video_adapter_type() const {
+ return RenderingDevice::get_singleton()->get_device_type();
+}
+
+String Utilities::get_video_adapter_api_version() const {
+ return RenderingDevice::get_singleton()->get_device_api_version();
+}
diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.h b/servers/rendering/renderer_rd/storage_rd/utilities.h
new file mode 100644
index 0000000000..a80eb8510e
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/utilities.h
@@ -0,0 +1,122 @@
+/*************************************************************************/
+/* utilities.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef UTILITIES_RD_H
+#define UTILITIES_RD_H
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/storage/utilities.h"
+
+namespace RendererRD {
+
+/* VISIBILITY NOTIFIER */
+
+struct VisibilityNotifier {
+ AABB aabb;
+ Callable enter_callback;
+ Callable exit_callback;
+ Dependency dependency;
+};
+
+class Utilities : public RendererUtilities {
+private:
+ static Utilities *singleton;
+
+ /* VISIBILITY NOTIFIER */
+
+ mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
+
+ /* MISC */
+
+ //keep cached since it can be called form any thread
+ uint64_t texture_mem_cache = 0;
+ uint64_t buffer_mem_cache = 0;
+ uint64_t total_mem_cache = 0;
+
+public:
+ static Utilities *get_singleton() { return singleton; }
+
+ Utilities();
+ virtual ~Utilities() override;
+
+ /* INSTANCES */
+
+ virtual RS::InstanceType get_base_type(RID p_rid) const override;
+ virtual bool free(RID p_rid) override;
+
+ /* DEPENDENCIES */
+
+ virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
+
+ /* VISIBILITY NOTIFIER */
+
+ VisibilityNotifier *get_visibility_notifier(RID p_rid) { return visibility_notifier_owner.get_or_null(p_rid); };
+ bool owns_visibility_notifier(RID p_rid) const { return visibility_notifier_owner.owns(p_rid); };
+
+ virtual RID visibility_notifier_allocate() override;
+ virtual void visibility_notifier_initialize(RID p_notifier) override;
+ virtual void visibility_notifier_free(RID p_notifier) override;
+
+ virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) override;
+ virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) override;
+
+ virtual AABB visibility_notifier_get_aabb(RID p_notifier) const override;
+ virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override;
+
+ /* TIMING */
+
+ virtual void capture_timestamps_begin() override;
+ virtual void capture_timestamp(const String &p_name) override;
+ virtual uint32_t get_captured_timestamps_count() const override;
+ virtual uint64_t get_captured_timestamps_frame() const override;
+ virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override;
+ virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override;
+ virtual String get_captured_timestamp_name(uint32_t p_index) const override;
+
+ /* MISC */
+
+ virtual void update_dirty_resources() override;
+ virtual void set_debug_generate_wireframes(bool p_generate) override {}
+
+ virtual bool has_os_feature(const String &p_feature) const override;
+
+ virtual void update_memory_info() override;
+
+ virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) override;
+
+ virtual String get_video_adapter_name() const override;
+ virtual String get_video_adapter_vendor() const override;
+ virtual RenderingDevice::DeviceType get_video_adapter_type() const override;
+ virtual String get_video_adapter_api_version() const override;
+};
+
+} // namespace RendererRD
+
+#endif // UTILITIES_RD_H
diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp b/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp
new file mode 100644
index 0000000000..84529ca400
--- /dev/null
+++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp
@@ -0,0 +1,64 @@
+/*************************************************************************/
+/* uniform_set_cache_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "uniform_set_cache_rd.h"
+
+UniformSetCacheRD *UniformSetCacheRD::singleton = nullptr;
+
+void UniformSetCacheRD::_invalidate(Cache *p_cache) {
+ if (p_cache->prev) {
+ p_cache->prev->next = p_cache->next;
+ } else {
+ // At beginning of table
+ uint32_t table_idx = p_cache->hash % HASH_TABLE_SIZE;
+ hash_table[table_idx] = p_cache->next;
+ }
+
+ if (p_cache->next) {
+ p_cache->next->prev = p_cache->prev;
+ }
+
+ cache_allocator.free(p_cache);
+ cache_instances_used--;
+}
+void UniformSetCacheRD::_uniform_set_invalidation_callback(void *p_userdata) {
+ singleton->_invalidate(reinterpret_cast<Cache *>(p_userdata));
+}
+
+UniformSetCacheRD::UniformSetCacheRD() {
+ ERR_FAIL_COND(singleton != nullptr);
+ singleton = this;
+}
+
+UniformSetCacheRD::~UniformSetCacheRD() {
+ if (cache_instances_used > 0) {
+ ERR_PRINT("At exit: " + itos(cache_instances_used) + " uniform set cache instance(s) still in use.");
+ }
+}
diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
new file mode 100644
index 0000000000..bca8b02178
--- /dev/null
+++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
@@ -0,0 +1,223 @@
+/*************************************************************************/
+/* uniform_set_cache_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef UNIFORM_SET_CACHE_RD_H
+#define UNIFORM_SET_CACHE_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/paged_allocator.h"
+#include "servers/rendering/rendering_device.h"
+
+class UniformSetCacheRD : public Object {
+ GDCLASS(UniformSetCacheRD, Object)
+
+ struct Cache {
+ Cache *prev = nullptr;
+ Cache *next = nullptr;
+ uint32_t hash = 0;
+ RID shader;
+ uint32_t set = 0;
+ RID cache;
+ LocalVector<RD::Uniform> uniforms;
+ };
+
+ PagedAllocator<Cache> cache_allocator;
+
+ enum {
+ HASH_TABLE_SIZE = 16381 // Prime
+ };
+
+ Cache *hash_table[HASH_TABLE_SIZE] = {};
+
+ static _FORCE_INLINE_ uint32_t _hash_uniform(const RD::Uniform &u, uint32_t h) {
+ h = hash_murmur3_one_32(u.uniform_type, h);
+ h = hash_murmur3_one_32(u.binding, h);
+ uint32_t rsize = u.get_id_count();
+ for (uint32_t j = 0; j < rsize; j++) {
+ h = hash_murmur3_one_64(u.get_id(j).get_id(), h);
+ }
+ return hash_fmix32(h);
+ }
+
+ static _FORCE_INLINE_ bool _compare_uniform(const RD::Uniform &a, const RD::Uniform &b) {
+ if (a.binding != b.binding) {
+ return false;
+ }
+ if (a.uniform_type != b.uniform_type) {
+ return false;
+ }
+ uint32_t rsize = a.get_id_count();
+ if (rsize != b.get_id_count()) {
+ return false;
+ }
+ for (uint32_t j = 0; j < rsize; j++) {
+ if (a.get_id(j) != b.get_id(j)) {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ _FORCE_INLINE_ uint32_t _hash_args(uint32_t h, const RD::Uniform &arg) {
+ return _hash_uniform(arg, h);
+ }
+
+ template <typename... Args>
+ uint32_t _hash_args(uint32_t h, const RD::Uniform &arg, Args... args) {
+ h = _hash_uniform(arg, h);
+ return _hash_args(h, args...);
+ }
+
+ _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RD::Uniform> &uniforms, const RD::Uniform &arg) {
+ return _compare_uniform(uniforms[idx], arg);
+ }
+
+ template <typename... Args>
+ _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RD::Uniform> &uniforms, const RD::Uniform &arg, Args... args) {
+ if (!_compare_uniform(uniforms[idx], arg)) {
+ return false;
+ }
+ return _compare_args(idx + 1, uniforms, args...);
+ }
+
+ _FORCE_INLINE_ void _create_args(Vector<RD::Uniform> &uniforms, const RD::Uniform &arg) {
+ uniforms.push_back(arg);
+ }
+
+ template <typename... Args>
+ _FORCE_INLINE_ void _create_args(Vector<RD::Uniform> &uniforms, const RD::Uniform &arg, Args... args) {
+ uniforms.push_back(arg);
+ _create_args(uniforms, args...);
+ }
+
+ static UniformSetCacheRD *singleton;
+
+ uint32_t cache_instances_used = 0;
+
+ void _invalidate(Cache *p_cache);
+ static void _uniform_set_invalidation_callback(void *p_userdata);
+
+ RID _allocate_from_uniforms(RID p_shader, uint32_t p_set, uint32_t p_hash, uint32_t p_table_idx, const Vector<RD::Uniform> &p_uniforms) {
+ RID rid = RD::get_singleton()->uniform_set_create(p_uniforms, p_shader, p_set);
+ ERR_FAIL_COND_V(rid.is_null(), rid);
+
+ Cache *c = cache_allocator.alloc();
+ c->hash = p_hash;
+ c->set = p_set;
+ c->shader = p_shader;
+ c->cache = rid;
+ c->uniforms.resize(p_uniforms.size());
+ for (uint32_t i = 0; i < c->uniforms.size(); i++) {
+ c->uniforms[i] = p_uniforms[i];
+ }
+ c->prev = nullptr;
+ c->next = hash_table[p_table_idx];
+ if (hash_table[p_table_idx]) {
+ hash_table[p_table_idx]->prev = c;
+ }
+ hash_table[p_table_idx] = c;
+
+ RD::get_singleton()->uniform_set_set_invalidation_callback(rid, _uniform_set_invalidation_callback, c);
+
+ cache_instances_used++;
+
+ return rid;
+ }
+
+public:
+ template <typename... Args>
+ RID get_cache(RID p_shader, uint32_t p_set, Args... args) {
+ uint32_t h = hash_murmur3_one_64(p_shader.get_id());
+ h = hash_murmur3_one_32(p_set, h);
+ h = _hash_args(h, args...);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->set == p_set && c->shader == p_shader && sizeof...(Args) == c->uniforms.size() && _compare_args(0, c->uniforms, args...)) {
+ return c->cache;
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+
+ Vector<RD::Uniform> uniforms;
+ _create_args(uniforms, args...);
+
+ return _allocate_from_uniforms(p_shader, p_set, h, table_idx, uniforms);
+ }
+
+ template <typename... Args>
+ RID get_cache_vec(RID p_shader, uint32_t p_set, const Vector<RD::Uniform> &p_uniforms) {
+ uint32_t h = hash_murmur3_one_64(p_shader.get_id());
+ h = hash_murmur3_one_32(p_set, h);
+ for (int i = 0; i < p_uniforms.size(); i++) {
+ h = _hash_uniform(p_uniforms[i], h);
+ }
+
+ h = hash_fmix32(h);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->set == p_set && c->shader == p_shader && (uint32_t)p_uniforms.size() == c->uniforms.size()) {
+ bool all_ok = true;
+ for (int i = 0; i < p_uniforms.size(); i++) {
+ if (!_compare_uniform(p_uniforms[i], c->uniforms[i])) {
+ all_ok = false;
+ break;
+ }
+ }
+
+ if (all_ok) {
+ return c->cache;
+ }
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+ return _allocate_from_uniforms(p_shader, p_set, h, table_idx, p_uniforms);
+ }
+
+ static UniformSetCacheRD *get_singleton() { return singleton; }
+
+ UniformSetCacheRD();
+ ~UniformSetCacheRD();
+};
+
+#endif // UNIFORM_SET_CACHE_RD_H