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-rw-r--r--servers/rendering/renderer_rd/effects/luminance.cpp255
-rw-r--r--servers/rendering/renderer_rd/effects/luminance.h120
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp138
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h51
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp66
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp25
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h1
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp26
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp9
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h3
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp92
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h5
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp5
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl (renamed from servers/rendering/renderer_rd/shaders/luminance_reduce.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl (renamed from servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp8
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp13
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp32
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h13
27 files changed, 524 insertions, 367 deletions
diff --git a/servers/rendering/renderer_rd/effects/luminance.cpp b/servers/rendering/renderer_rd/effects/luminance.cpp
new file mode 100644
index 0000000000..7462282932
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/luminance.cpp
@@ -0,0 +1,255 @@
+/**************************************************************************/
+/* luminance.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "luminance.h"
+#include "../framebuffer_cache_rd.h"
+#include "../uniform_set_cache_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+
+using namespace RendererRD;
+
+Luminance::Luminance(bool p_prefer_raster_effects) {
+ 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
+ luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
+ luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
+
+ luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
+ luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
+
+ for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+ luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ } else {
+ // Initialize luminance_reduce
+ Vector<String> luminance_reduce_modes;
+ luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
+ luminance_reduce_modes.push_back("\n");
+ luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
+
+ luminance_reduce.shader.initialize(luminance_reduce_modes);
+ luminance_reduce.shader_version = luminance_reduce.shader.version_create();
+
+ for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
+ luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
+ }
+
+ for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+ luminance_reduce_raster.pipelines[i].clear();
+ }
+ }
+}
+
+Luminance::~Luminance() {
+ if (prefer_raster_effects) {
+ luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
+ } else {
+ luminance_reduce.shader.version_free(luminance_reduce.shader_version);
+ }
+}
+
+void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) {
+ prefer_raster_effects = p_prefer_raster_effects;
+}
+
+void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) {
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ int w = internal_size.x;
+ int h = internal_size.y;
+
+ while (true) {
+ w = MAX(w / 8, 1);
+ h = MAX(h / 8, 1);
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ tf.width = w;
+ tf.height = h;
+
+ bool final = w == 1 && h == 1;
+
+ if (prefer_raster_effects) {
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ } else {
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+ if (final) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
+ }
+ }
+
+ RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ reduce.push_back(texture);
+
+ if (final) {
+ current = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ break;
+ }
+ }
+}
+
+void Luminance::LuminanceBuffers::free_data() {
+ for (int i = 0; i < reduce.size(); i++) {
+ RD::get_singleton()->free(reduce[i]);
+ }
+ reduce.clear();
+
+ if (current.is_valid()) {
+ RD::get_singleton()->free(current);
+ current = RID();
+ }
+}
+
+Ref<Luminance::LuminanceBuffers> Luminance::get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
+ return p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
+ }
+
+ Ref<LuminanceBuffers> buffers;
+ buffers.instantiate();
+ buffers->set_prefer_raster_effects(prefer_raster_effects);
+ buffers->configure(p_render_buffers.ptr());
+
+ p_render_buffers->set_custom_data(RB_LUMINANCE_BUFFERS, buffers);
+
+ return buffers;
+}
+
+RID Luminance::get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
+ Ref<LuminanceBuffers> buffers = p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
+ return buffers->current;
+ }
+
+ return RID();
+}
+
+void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
+ 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_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ if (prefer_raster_effects) {
+ LuminanceReduceRasterPushConstant push_constant;
+ memset(&push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
+
+ push_constant.max_luminance = p_max_luminance;
+ push_constant.min_luminance = p_min_luminance;
+ push_constant.exposure_adjust = p_adjust;
+
+ for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
+ push_constant.source_size[0] = i == 0 ? p_source_size.x : push_constant.dest_size[0];
+ push_constant.source_size[1] = i == 0 ? p_source_size.y : push_constant.dest_size[1];
+ push_constant.dest_size[0] = MAX(push_constant.source_size[0] / 8, 1);
+ push_constant.dest_size[1] = MAX(push_constant.source_size[1] / 8, 1);
+
+ bool final = !p_set && (push_constant.dest_size[0] == 1) && (push_constant.dest_size[1] == 1);
+ LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
+ RID shader = luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, mode);
+
+ RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_luminance_buffers->reduce[i]);
+
+ RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, i == 0 ? p_source_texture : p_luminance_buffers->reduce[i - 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, luminance_reduce_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_source_texture), 0);
+ if (final) {
+ RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 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(LuminanceReduceRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+ } else {
+ LuminanceReducePushConstant push_constant;
+ memset(&push_constant, 0, sizeof(LuminanceReducePushConstant));
+
+ push_constant.source_size[0] = p_source_size.x;
+ push_constant.source_size[1] = p_source_size.y;
+ push_constant.max_luminance = p_max_luminance;
+ push_constant.min_luminance = p_min_luminance;
+ push_constant.exposure_adjust = p_adjust;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
+ RID shader;
+
+ if (i == 0) {
+ shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_READ);
+ RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+ } else {
+ RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
+
+ if (i == p_luminance_buffers->reduce.size() - 1 && !p_set) {
+ shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_WRITE);
+ RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_current_texture), 2);
+ } else {
+ shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
+ }
+
+ RD::Uniform u_source_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i - 1]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+ }
+
+ RD::Uniform u_reduce_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_reduce_texture), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(LuminanceReducePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.source_size[0], push_constant.source_size[1], 1);
+
+ push_constant.source_size[0] = MAX(push_constant.source_size[0] / 8, 1);
+ push_constant.source_size[1] = MAX(push_constant.source_size[1] / 8, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ SWAP(p_luminance_buffers->current, p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() - 1]);
+}
diff --git a/servers/rendering/renderer_rd/effects/luminance.h b/servers/rendering/renderer_rd/effects/luminance.h
new file mode 100644
index 0000000000..0f343fceab
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/luminance.h
@@ -0,0 +1,120 @@
+/**************************************************************************/
+/* luminance.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 LUMINANCE_RD_H
+#define LUMINANCE_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+#define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers")
+
+namespace RendererRD {
+
+class Luminance {
+private:
+ bool prefer_raster_effects;
+
+ enum LuminanceReduceMode {
+ LUMINANCE_REDUCE_READ,
+ LUMINANCE_REDUCE,
+ LUMINANCE_REDUCE_WRITE,
+ LUMINANCE_REDUCE_MAX
+ };
+
+ struct LuminanceReducePushConstant {
+ int32_t source_size[2];
+ float max_luminance;
+ float min_luminance;
+ float exposure_adjust;
+ float pad[3];
+ };
+
+ struct LuminanceReduce {
+ LuminanceReduceShaderRD shader;
+ RID shader_version;
+ RID pipelines[LUMINANCE_REDUCE_MAX];
+ } luminance_reduce;
+
+ enum LuminanceReduceRasterMode {
+ LUMINANCE_REDUCE_FRAGMENT_FIRST,
+ LUMINANCE_REDUCE_FRAGMENT,
+ LUMINANCE_REDUCE_FRAGMENT_FINAL,
+ LUMINANCE_REDUCE_FRAGMENT_MAX
+ };
+
+ struct LuminanceReduceRasterPushConstant {
+ int32_t source_size[2];
+ int32_t dest_size[2];
+ float exposure_adjust;
+ float min_luminance;
+ float max_luminance;
+ uint32_t pad1;
+ };
+
+ struct LuminanceReduceFragment {
+ LuminanceReduceRasterShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
+ } luminance_reduce_raster;
+
+public:
+ class LuminanceBuffers : public RenderBufferCustomDataRD {
+ GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD);
+
+ private:
+ bool prefer_raster_effects;
+
+ public:
+ Vector<RID> reduce;
+ RID current;
+
+ virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
+ virtual void free_data() override;
+
+ void set_prefer_raster_effects(bool p_prefer_raster_effects);
+ };
+
+ Ref<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers);
+ RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers);
+ void luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
+
+ Luminance(bool p_prefer_raster_effects);
+ ~Luminance();
+};
+
+} // namespace RendererRD
+
+#endif // LUMINANCE_RD_H
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 6d15d5c77b..b7a1396f9c 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -55,36 +55,13 @@ RID EffectsRD::_get_uniform_set_from_image(RID 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);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0), 1);
image_to_uniform_set_cache[p_image] = 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];
- 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.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, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, 0), 0);
-
- texture_to_uniform_set_cache[p_texture] = uniform_set;
-
- return uniform_set;
-}
-
RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
if (texture_to_compute_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_compute_uniform_set_cache[p_texture];
@@ -101,86 +78,13 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m
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);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0), 0);
texture_to_compute_uniform_set_cache[p_texture] = uniform_set;
return uniform_set;
}
-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.");
-
- luminance_reduce.push_constant.source_size[0] = p_source_size.x;
- luminance_reduce.push_constant.source_size[1] = p_source_size.y;
- luminance_reduce.push_constant.max_luminance = p_max_luminance;
- luminance_reduce.push_constant.min_luminance = p_min_luminance;
- luminance_reduce.push_constant.exposure_adjust = p_adjust;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- for (int i = 0; i < p_reduce.size(); i++) {
- if (i == 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_texture), 0);
- } else {
- RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
-
- if (i == p_reduce.size() - 1 && !p_set) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_prev_luminance), 2);
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
- }
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0);
- }
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, luminance_reduce.push_constant.source_size[0], luminance_reduce.push_constant.source_size[1], 1);
-
- luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1);
- luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::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) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster version of luminance reduction with the clustered renderer.");
- ERR_FAIL_COND_MSG(p_reduce.size() != p_fb.size(), "Incorrect frame buffer account for luminance reduction.");
-
- luminance_reduce_raster.push_constant.max_luminance = p_max_luminance;
- luminance_reduce_raster.push_constant.min_luminance = p_min_luminance;
- luminance_reduce_raster.push_constant.exposure_adjust = p_adjust;
-
- for (int i = 0; i < p_reduce.size(); i++) {
- luminance_reduce_raster.push_constant.source_size[0] = i == 0 ? p_source_size.x : luminance_reduce_raster.push_constant.dest_size[0];
- luminance_reduce_raster.push_constant.source_size[1] = i == 0 ? p_source_size.y : luminance_reduce_raster.push_constant.dest_size[1];
- luminance_reduce_raster.push_constant.dest_size[0] = MAX(luminance_reduce_raster.push_constant.source_size[0] / 8, 1);
- luminance_reduce_raster.push_constant.dest_size[1] = MAX(luminance_reduce_raster.push_constant.source_size[1] / 8, 1);
-
- bool final = !p_set && (luminance_reduce_raster.push_constant.dest_size[0] == 1) && (luminance_reduce_raster.push_constant.dest_size[1] == 1);
- LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb[i], 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, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_fb[i])));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(i == 0 ? p_source_texture : p_reduce[i - 1]), 0);
- if (final) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_prev_luminance), 1);
- }
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &luminance_reduce_raster.push_constant, sizeof(LuminanceReduceRasterPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- }
-}
-
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;
@@ -270,39 +174,6 @@ 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) {
- Vector<String> luminance_reduce_modes;
- luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
- luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
- luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
-
- luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
- memset(&luminance_reduce_raster.push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
- luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
-
- for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
- luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- }
- } else {
- // Initialize luminance_reduce
- Vector<String> luminance_reduce_modes;
- luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
- luminance_reduce_modes.push_back("\n");
- luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
-
- luminance_reduce.shader.initialize(luminance_reduce_modes);
-
- luminance_reduce.shader_version = luminance_reduce.shader.version_create();
-
- for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
- luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
- }
-
- for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
- luminance_reduce_raster.pipelines[i].clear();
- }
- }
-
if (!prefer_raster_effects) {
// Initialize roughness limiter
Vector<String> shader_modes;
@@ -368,11 +239,6 @@ EffectsRD::~EffectsRD() {
RD::get_singleton()->free(default_mipmap_sampler);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
- if (prefer_raster_effects) {
- luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
- } else {
- luminance_reduce.shader.version_free(luminance_reduce.shader_version);
- }
if (!prefer_raster_effects) {
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
}
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index bbe240b241..45198e5fc5 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -33,8 +33,6 @@
#include "core/math/projection.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.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/roughness_limiter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
@@ -45,51 +43,6 @@ class EffectsRD {
private:
bool prefer_raster_effects;
- enum LuminanceReduceMode {
- LUMINANCE_REDUCE_READ,
- LUMINANCE_REDUCE,
- LUMINANCE_REDUCE_WRITE,
- LUMINANCE_REDUCE_MAX
- };
-
- struct LuminanceReducePushConstant {
- int32_t source_size[2];
- float max_luminance;
- float min_luminance;
- float exposure_adjust;
- float pad[3];
- };
-
- struct LuminanceReduce {
- LuminanceReducePushConstant push_constant;
- LuminanceReduceShaderRD shader;
- RID shader_version;
- RID pipelines[LUMINANCE_REDUCE_MAX];
- } luminance_reduce;
-
- enum LuminanceReduceRasterMode {
- LUMINANCE_REDUCE_FRAGMENT_FIRST,
- LUMINANCE_REDUCE_FRAGMENT,
- LUMINANCE_REDUCE_FRAGMENT_FINAL,
- LUMINANCE_REDUCE_FRAGMENT_MAX
- };
-
- struct LuminanceReduceRasterPushConstant {
- int32_t source_size[2];
- int32_t dest_size[2];
- float exposure_adjust;
- float min_luminance;
- float max_luminance;
- uint32_t pad1;
- };
-
- struct LuminanceReduceFragment {
- LuminanceReduceRasterPushConstant push_constant;
- LuminanceReduceRasterShaderRD shader;
- RID shader_version;
- PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
- } luminance_reduce_raster;
-
struct RoughnessLimiterPushConstant {
int32_t screen_size[2];
float curve;
@@ -164,15 +117,11 @@ private:
RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
RID _get_uniform_set_from_image(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);
public:
bool get_prefer_raster_effects();
- 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);
-
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void sort_buffer(RID p_uniform_set, int p_size);
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 863e8d6c15..7e02f98ce9 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1085,8 +1085,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky->reflection.dirty = true;
}
+ sky_scene_state.ubo.directional_light_count = 0;
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
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 85b5ef5e09..93c741fd34 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1668,39 +1668,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
using_voxelgi = true;
}
- 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_get_ssr_enabled(p_render_data->environment) || environment_get_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) {
+ if (p_render_data->environment.is_valid()) {
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_get_ssr_enabled(p_render_data->environment)) {
using_separate_specular = true;
using_ssr = true;
color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR;
}
- } 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;
- }
-
- switch (depth_pass_mode) {
- case PASS_MODE_DEPTH: {
- depth_framebuffer = rb_data->get_depth_fb();
- } break;
- case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
- depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS);
- depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
- } break;
- case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
- depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI);
- depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
- depth_pass_clear.push_back(Color(0, 0, 0, 0));
- } break;
- default: {
- };
}
if (p_render_data->scene_data->view_count > 1) {
@@ -1731,6 +1707,38 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_end_label();
+ if (rb.is_valid() && !p_render_data->reflection_probe.is_valid()) {
+ if (using_voxelgi) {
+ depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI;
+ } else if (p_render_data->environment.is_valid()) {
+ if (environment_get_ssr_enabled(p_render_data->environment) ||
+ environment_get_sdfgi_enabled(p_render_data->environment) ||
+ environment_get_ssao_enabled(p_render_data->environment) ||
+ using_ssil ||
+ get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER ||
+ scene_state.used_normal_texture) {
+ depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
+ }
+ }
+
+ switch (depth_pass_mode) {
+ case PASS_MODE_DEPTH: {
+ depth_framebuffer = rb_data->get_depth_fb();
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
+ depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS);
+ depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
+ depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI);
+ depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
+ depth_pass_clear.push_back(Color(0, 0, 0, 0));
+ } break;
+ default: {
+ };
+ }
+ }
+
bool using_sss = rb_data.is_valid() && scene_state.used_sss && ss_effects->sss_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
if (using_sss && !using_separate_specular) {
@@ -1914,7 +1922,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
- bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
+ bool can_continue_depth = !(scene_state.used_depth_texture || scene_state.used_normal_texture) && !using_ssr && !using_sss;
{
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
@@ -3436,7 +3444,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
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 && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha;
+ bool has_base_alpha = (p_material->shader_data->uses_alpha && (!p_material->shader_data->uses_alpha_clip || p_material->shader_data->uses_alpha_antialiasing)) || has_read_screen_alpha;
bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
bool has_alpha = has_base_alpha || has_blend_alpha;
@@ -3465,7 +3473,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED) {
//material is only meant for alpha pass
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
- if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) {
+ if ((p_material->shader_data->uses_depth_prepass_alpha || p_material->shader_data->uses_alpha_antialiasing) && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
}
@@ -3481,7 +3489,7 @@ 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_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
+ 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_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
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 9117320eab..7eabce2f79 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
@@ -60,6 +60,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
uses_point_size = false;
uses_alpha = false;
uses_alpha_clip = false;
+ uses_alpha_antialiasing = false;
uses_blend_alpha = false;
uses_depth_prepass_alpha = false;
uses_discard = false;
@@ -111,9 +112,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
- // Use alpha clip pipeline for alpha hash/dither.
- // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
+ actions.usage_flag_pointers["ALPHA_ANTIALIASING_EDGE"] = &uses_alpha_antialiasing;
+ actions.usage_flag_pointers["ALPHA_TEXTURE_COORDINATE"] = &uses_alpha_antialiasing;
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
@@ -121,7 +122,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
- actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
+ actions.usage_flag_pointers["NORMAL_ROUGHNESS_TEXTURE"] = &uses_normal_texture;
actions.usage_flag_pointers["DISCARD"] = &uses_discard;
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
@@ -309,14 +310,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
}
RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
- if (depth_pre_pass_enabled && casts_shadows() && !uses_depth_prepass_alpha) {
- // We already have a depth from the depth pre-pass, there is no need to write it again.
- // In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL.
- // This way we can use the early depth test to discard transparent fragments before the fragment shader even starts.
- // This cannot be used with depth_prepass_alpha as it uses a different threshold during the depth-prepass and regular drawing.
- depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL;
- depth_stencil.enable_depth_write = false;
- }
RD::PipelineColorBlendState blend_state;
RD::PipelineMultisampleState multisample_state;
@@ -338,6 +331,14 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
} else {
blend_state = blend_state_color_opaque;
+ if (depth_pre_pass_enabled) {
+ // We already have a depth from the depth pre-pass, there is no need to write it again.
+ // In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL.
+ // This way we can use the early depth test to discard transparent fragments before the fragment shader even starts.
+ depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL;
+ depth_stencil.enable_depth_write = false;
+ }
+
if (l & PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR) {
shader_flags |= SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR;
}
@@ -392,7 +393,7 @@ bool SceneShaderForwardClustered::ShaderData::is_animated() const {
bool SceneShaderForwardClustered::ShaderData::casts_shadows() const {
bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
- bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha;
bool has_alpha = has_base_alpha || uses_blend_alpha;
return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
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 1169ae784c..ffaf091b36 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
@@ -153,6 +153,7 @@ public:
bool uses_alpha = false;
bool uses_blend_alpha = false;
bool uses_alpha_clip = false;
+ bool uses_alpha_antialiasing = false;
bool uses_depth_prepass_alpha = false;
bool uses_discard = false;
bool uses_roughness = false;
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 72857cdea7..816248567b 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -251,7 +251,7 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
Size2i target_size = render_buffers->get_target_size();
Size2i internal_size = render_buffers->get_internal_size();
- // can't do our blit pass if resolutions don't match
+ // can't do our blit pass if resolutions don't match, this should already have been checked.
ERR_FAIL_COND_V(target_size != internal_size, RID());
// - opaque pass
@@ -715,20 +715,26 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// setup rendering to render buffer
screen_size = p_render_data->render_buffers->get_internal_size();
- if (rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) {
- // can't do blit subpass
+ if (rb->get_scaling_3d_mode() != RS::VIEWPORT_SCALING_3D_MODE_OFF) {
+ // can't do blit subpass because we're scaling
using_subpass_post_process = false;
} else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) || RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes))) {
- // can't do blit subpass
+ // can't do blit subpass because we're using post processes
using_subpass_post_process = false;
}
if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
- // can't use our last two subpasses
+ // can't use our last two subpasses because we're reading from screen texture or depth texture
using_subpass_transparent = false;
using_subpass_post_process = false;
}
+ // We do this last because our get_color_fbs creates and caches the framebuffer if we need it.
+ if (using_subpass_post_process && rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) {
+ // can't do blit subpass because we don't have all subpasses
+ using_subpass_post_process = false;
+ }
+
if (using_subpass_post_process) {
// all as subpasses
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES);
@@ -2349,9 +2355,9 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
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 && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha);
+ bool has_base_alpha = p_material->shader_data->uses_alpha && (!p_material->shader_data->uses_alpha_clip || p_material->shader_data->uses_alpha_antialiasing);
bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
- bool has_alpha = has_base_alpha || has_blend_alpha;
+ bool has_alpha = has_base_alpha || has_blend_alpha || has_read_screen_alpha;
uint32_t flags = 0;
@@ -2375,10 +2381,10 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
}
- if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
+ if (has_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
//material is only meant for alpha pass
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
- if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
+ if ((p_material->shader_data->uses_depth_prepass_alpha || p_material->shader_data->uses_alpha_antialiasing) && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
}
@@ -2394,7 +2400,7 @@ 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_prepass_alpha && !p_material->shader_data->uses_alpha_clip) {
+ 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_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
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 2e9a33a636..ee4c8001eb 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
@@ -62,6 +62,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
uses_point_size = false;
uses_alpha = false;
uses_alpha_clip = false;
+ uses_alpha_antialiasing = false;
uses_blend_alpha = false;
uses_depth_prepass_alpha = false;
uses_discard = false;
@@ -112,9 +113,9 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
- // Use alpha clip pipeline for alpha hash/dither.
- // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
+ actions.usage_flag_pointers["ALPHA_ANTIALIASING_EDGE"] = &uses_alpha_antialiasing;
+ actions.usage_flag_pointers["ALPHA_TEXTURE_COORDINATE"] = &uses_alpha_antialiasing;
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
// actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
@@ -122,7 +123,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
- actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
+ actions.usage_flag_pointers["NORMAL_ROUGHNESS_TEXTURE"] = &uses_normal_texture;
actions.usage_flag_pointers["DISCARD"] = &uses_discard;
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
@@ -338,7 +339,7 @@ bool SceneShaderForwardMobile::ShaderData::is_animated() const {
bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
- bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha;
bool has_alpha = has_base_alpha || uses_blend_alpha;
return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
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 99f252b9ca..1f92697ecc 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
@@ -114,6 +114,7 @@ public:
bool uses_alpha = false;
bool uses_blend_alpha = false;
bool uses_alpha_clip = false;
+ bool uses_alpha_antialiasing = false;
bool uses_depth_prepass_alpha = false;
bool uses_discard = false;
bool uses_roughness = false;
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 0c6dcb553a..07557eab81 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -525,10 +525,12 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
if (rect->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
+ push_constant.flags |= FLAGS_FLIP_H;
}
if (rect->flags & CANVAS_RECT_FLIP_V) {
src_rect.size.y *= -1;
+ push_constant.flags |= FLAGS_FLIP_V;
}
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 266083fc49..7dea4a1a65 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -86,6 +86,9 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
FLAGS_USE_MSDF = (1 << 28),
FLAGS_USE_LCD = (1 << 29),
+
+ FLAGS_FLIP_H = (1 << 30),
+ FLAGS_FLIP_V = (1 << 31),
};
enum {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index d426c4fc2e..2a87c4fa8d 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -249,57 +249,6 @@ Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
return rb;
}
-void RendererSceneRenderRD::_allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb) {
- ERR_FAIL_COND(!rb->luminance.current.is_null());
-
- Size2i internal_size = rb->get_internal_size();
- int w = internal_size.x;
- int h = internal_size.y;
-
- while (true) {
- w = MAX(w / 8, 1);
- h = MAX(h / 8, 1);
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = w;
- tf.height = h;
-
- bool final = w == 1 && h == 1;
-
- if (_render_buffers_can_be_storage()) {
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
- if (final) {
- tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
- }
- } else {
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- }
-
- RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- rb->luminance.reduce.push_back(texture);
- if (!_render_buffers_can_be_storage()) {
- Vector<RID> fb;
- fb.push_back(texture);
-
- rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
- }
-
- if (final) {
- rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- if (!_render_buffers_can_be_storage()) {
- Vector<RID> fb;
- fb.push_back(rb->luminance.current);
-
- rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
- }
- break;
- }
- }
-}
-
void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
@@ -443,9 +392,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RENDER_TIMESTAMP("Auto exposure");
RD::get_singleton()->draw_command_begin_label("Auto exposure");
- if (rb->luminance.current.is_null()) {
- _allocate_luminance_textures(rb);
- }
+
+ Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
+
uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
rb->set_auto_exposure_version(auto_exposure_version);
@@ -453,16 +402,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
- if (can_use_storage) {
- RendererCompositorRD::singleton->get_effects()->luminance_reduction(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
- } else {
- RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
- }
+ luminance->luminance_reduction(internal_texture, internal_size, luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
+
// 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]);
- }
auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
@@ -496,8 +438,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
if (i == 0) {
RID luminance_texture;
- if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
- luminance_texture = rb->luminance.current;
+ if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
+ luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
}
RID source = rb->get_internal_texture(l);
RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
@@ -530,9 +472,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RendererRD::ToneMapper::TonemapSettings tonemap;
- if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
+ tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
+ if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
tonemap.use_auto_exposure = true;
- tonemap.exposure_texture = rb->luminance.current;
tonemap.auto_exposure_scale = auto_exposure_scale;
} else {
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
@@ -597,7 +539,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.view_count = rb->get_view_count();
RID dest_fb;
- if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) {
+ if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
// If we use FSR to upscale we need to write our result into an intermediate buffer.
// Note that this is cached so we only create the texture the first time.
RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
@@ -614,10 +556,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RD::get_singleton()->draw_command_end_label();
}
- if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) {
- // TODO Investigate? Does this work? We never write into our render target and we've already done so up above in our tonemapper.
- // I think FSR should either work before our tonemapper or as an alternative of our tonemapper.
-
+ if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
@@ -746,10 +685,11 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD>
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
- if (p_render_buffers->luminance.current.is_valid()) {
+ RID luminance_texture = luminance->get_current_luminance_buffer(p_render_buffers);
+ if (luminance_texture.is_valid()) {
Size2i rtsize = texture_storage->render_target_get_size(render_target);
- copy_effects->copy_to_fb_rect(p_render_buffers->luminance.current, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
+ copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
}
}
@@ -1334,6 +1274,7 @@ void RendererSceneRenderRD::init() {
bool can_use_vrs = is_vrs_supported();
bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
+ luminance = memnew(RendererRD::Luminance(!can_use_storage));
tone_mapper = memnew(RendererRD::ToneMapper);
if (can_use_vrs) {
vrs = memnew(RendererRD::VRS);
@@ -1354,6 +1295,9 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
if (copy_effects) {
memdelete(copy_effects);
}
+ if (luminance) {
+ memdelete(luminance);
+ }
if (tone_mapper) {
memdelete(tone_mapper);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 54f068c314..6fa2f7a570 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -38,6 +38,7 @@
#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
#include "servers/rendering/renderer_rd/effects/fsr.h"
+#include "servers/rendering/renderer_rd/effects/luminance.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"
@@ -105,6 +106,7 @@ protected:
RendererRD::ForwardIDStorage *forward_id_storage = nullptr;
RendererRD::BokehDOF *bokeh_dof = nullptr;
RendererRD::CopyEffects *copy_effects = nullptr;
+ RendererRD::Luminance *luminance = nullptr;
RendererRD::ToneMapper *tone_mapper = nullptr;
RendererRD::FSR *fsr = nullptr;
RendererRD::VRS *vrs = nullptr;
@@ -180,9 +182,6 @@ private:
/* RENDER BUFFERS */
- // TODO move into effects/luminance.h/cpp
- void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb);
-
/* GI */
bool screen_space_roughness_limiter = false;
float screen_space_roughness_limiter_amount = 0.25;
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index ab64ae1055..2d5263a3e2 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -33,6 +33,7 @@
#include "core/io/compression.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
+#include "core/version.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_device.h"
#include "thirdparty/misc/smolv.h"
@@ -116,6 +117,10 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con
}
StringBuilder tohash;
+ tohash.append("[GodotVersionNumber]");
+ tohash.append(VERSION_NUMBER);
+ tohash.append("[GodotVersionHash]");
+ tohash.append(VERSION_HASH);
tohash.append("[SpirvCacheKey]");
tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
tohash.append("[BinaryCacheKey]");
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index eb5f68849e..1fb8b28b15 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -502,6 +502,12 @@ void main() {
if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
+ if (bool(draw_data.flags & FLAGS_FLIP_H)) {
+ normal.x = -normal.x;
+ }
+ if (bool(draw_data.flags & FLAGS_FLIP_V)) {
+ normal.y = -normal.y;
+ }
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 1b627a3e81..fe4bf4bed0 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -27,6 +27,9 @@
#define FLAGS_USE_MSDF (1 << 28)
#define FLAGS_USE_LCD (1 << 29)
+#define FLAGS_FLIP_H (1 << 30)
+#define FLAGS_FLIP_V (1 << 31)
+
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl
index 0ee4cf6e31..0ee4cf6e31 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl
index 29ebd74a90..29ebd74a90 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl
index b8860f6518..b8860f6518 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index be53a7ae49..d32e6d717f 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -118,9 +118,15 @@ layout(location = 10) out flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
+vec3 normal_roughness_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 normal_roughness_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
invariant gl_Position;
@@ -544,9 +550,15 @@ layout(location = 10) in flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
+vec3 normal_roughness_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 normal_roughness_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
//defines to keep compatibility with vertex
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index 3a45ab0059..1f524313f2 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -268,6 +268,7 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
#define color_buffer shadow_atlas
#define normal_roughness_buffer shadow_atlas
+#define multiviewSampler sampler2D
#else
layout(set = 1, binding = 10) uniform texture2D depth_buffer;
@@ -277,10 +278,12 @@ layout(set = 1, binding = 11) uniform texture2D color_buffer;
layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
+#define multiviewSampler sampler2DArray
#else // USE_MULTIVIEW
layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
+#define multiviewSampler sampler2D
#endif
layout(set = 1, binding = 13) uniform texture2D ao_buffer;
layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture;
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index 66ae1e8d1a..d631a89dd2 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -2685,6 +2685,14 @@ void MaterialStorage::material_free(RID p_rid) {
Material *material = material_owner.get_or_null(p_rid);
ERR_FAIL_COND(!material);
+ // Need to clear texture arrays to prevent spin locking of their RID's.
+ // This happens when the app is being closed.
+ for (KeyValue<StringName, Variant> &E : material->params) {
+ if (E.value.get_type() == Variant::ARRAY) {
+ Array(E.value).clear();
+ }
+ }
+
material_set_shader(p_rid, RID()); //clean up shader
material->dependency.deleted_notify(p_rid);
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index 6401d0f5d0..e4149f6bbd 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -1415,7 +1415,6 @@ void ParticlesStorage::update_particles() {
}
bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
- bool updated = false;
if (particles->clear && particles->pre_process_time > 0.0) {
double frame_time;
@@ -1430,7 +1429,6 @@ void ParticlesStorage::update_particles() {
while (todo >= 0) {
_particles_process(particles, frame_time);
todo -= frame_time;
- updated = true;
}
}
@@ -1452,10 +1450,9 @@ void ParticlesStorage::update_particles() {
}
double todo = particles->frame_remainder + delta;
- while (todo >= frame_time || (particles->clear && !updated)) {
+ while (todo >= frame_time || particles->clear) {
_particles_process(particles, frame_time);
todo -= decr;
- updated = true;
}
particles->frame_remainder = todo;
@@ -1463,16 +1460,16 @@ void ParticlesStorage::update_particles() {
} else {
if (zero_time_scale) {
_particles_process(particles, 0.0);
- updated = true;
} else {
_particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time());
- updated = true;
}
}
- //copy particles to instance buffer
+ // Ensure that memory is initialized (the code above should ensure that _particles_process is always called at least once upon clearing).
+ DEV_ASSERT(!particles->clear);
- if (updated && 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) {
+ // 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;
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
index a953bac433..31377a10a0 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
@@ -94,31 +94,9 @@ void RenderSceneBuffersRD::cleanup() {
free_named_texture(E.value);
}
named_textures.clear();
-
- // old stuff, to be re-evaluated...
-
- for (int i = 0; i < luminance.fb.size(); i++) {
- RD::get_singleton()->free(luminance.fb[i]);
- }
- luminance.fb.clear();
-
- for (int i = 0; i < luminance.reduce.size(); i++) {
- RD::get_singleton()->free(luminance.reduce[i]);
- }
- luminance.reduce.clear();
-
- if (luminance.current_fb.is_valid()) {
- RD::get_singleton()->free(luminance.current_fb);
- luminance.current_fb = RID();
- }
-
- if (luminance.current.is_valid()) {
- RD::get_singleton()->free(luminance.current);
- luminance.current = RID();
- }
}
-void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
+void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, 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();
@@ -126,12 +104,7 @@ void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_interna
target_size = p_target_size;
internal_size = p_internal_size;
-
- // FIXME, right now we do this because only our clustered renderer supports FSR upscale
- // this does mean that with linear upscale if we use subpasses, we could get into trouble.
- if (!can_be_storage) {
- internal_size = target_size;
- }
+ scaling_3d_mode = p_scaling_3d_mode;
if (p_use_taa) {
// Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness.
@@ -215,6 +188,7 @@ void RenderSceneBuffersRD::configure_for_reflections(const Size2i p_reflection_s
target_size = p_reflection_size;
internal_size = p_reflection_size;
render_target = RID();
+ scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
fsr_sharpness = 0.0;
msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
index 1bd542500c..dc849fd56a 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
@@ -73,6 +73,7 @@ private:
// The internal size of the textures we render 3D to in case we render at a lower resolution and upscale
Size2i internal_size = Size2i(0, 0);
+ RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
float fsr_sharpness = 0.2f;
// Aliassing settings
@@ -139,7 +140,7 @@ public:
void set_vrs(RendererRD::VRS *p_vrs) { vrs = p_vrs; }
void cleanup();
- virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
+ virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
void configure_for_reflections(const Size2i p_reflection_size);
virtual void set_fsr_sharpness(float p_fsr_sharpness) override;
virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override;
@@ -172,6 +173,7 @@ public:
_FORCE_INLINE_ uint32_t get_view_count() const { return view_count; }
_FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; }
_FORCE_INLINE_ Size2i get_target_size() const { return target_size; }
+ _FORCE_INLINE_ RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; }
_FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; }
_FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa_3d; }
_FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; }
@@ -213,15 +215,6 @@ public:
// 2 full size, 2 half size
WeightBuffers weight_buffers[4]; // Only used in raster
-
- struct Luminance {
- Vector<RID> reduce;
- RID current;
-
- // used only on mobile renderer
- Vector<RID> fb;
- RID current_fb;
- } luminance;
};
#endif // RENDER_SCENE_BUFFERS_RD_H