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-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h4
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.cpp94
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.h9
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp31
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h10
-rw-r--r--servers/rendering/renderer_rd/effects/fsr.cpp127
-rw-r--r--servers/rendering/renderer_rd/effects/fsr.h73
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp94
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h29
-rw-r--r--servers/rendering/renderer_rd/effects/taa.cpp138
-rw-r--r--servers/rendering/renderer_rd/effects/taa.h68
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.cpp4
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.h4
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp41
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.h2
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp158
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h65
-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp94
-rw-r--r--servers/rendering/renderer_rd/environment/fog.h21
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp344
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h225
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp77
-rw-r--r--servers/rendering/renderer_rd/environment/sky.h19
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp778
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h112
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp14
-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.cpp455
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h73
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp12
-rw-r--r--servers/rendering/renderer_rd/framebuffer_cache_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp109
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h3
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp1542
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h308
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl (renamed from servers/rendering/renderer_rd/shaders/fsr_upscale.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl (renamed from servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl (renamed from servers/rendering/renderer_rd/shaders/taa_resolve.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/tonemap.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl13
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl27
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl98
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl63
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl67
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl64
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp26
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.h18
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp14
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp41
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp12
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.h4
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h48
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp559
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h256
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp91
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.h6
-rw-r--r--servers/rendering/renderer_rd/storage_rd/utilities.cpp4
76 files changed, 3723 insertions, 2941 deletions
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index 17ca1986c6..ef17ceb98c 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -269,7 +269,7 @@ public:
//spot
radius *= shared->cone_overfit; // overfit icosphere
- real_t len = Math::tan(Math::deg2rad(p_spot_aperture)) * radius;
+ real_t len = Math::tan(Math::deg_to_rad(p_spot_aperture)) * radius;
//approximate, probably better to use a cone support function
float max_d = -1e20;
float min_d = 1e20;
@@ -293,7 +293,7 @@ public:
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_column(Vector3::AXIS_Z))));
+ float angle = Math::rad_to_deg(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;
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
index cc7441776d..27850695b0 100644
--- a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
@@ -33,6 +33,8 @@
#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 "servers/rendering/rendering_server_default.h"
+#include "servers/rendering/storage/camera_attributes_storage.h"
using namespace RendererRD;
@@ -84,7 +86,7 @@ BokehDOF::~BokehDOF() {
}
}
-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) {
+void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, 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();
@@ -92,22 +94,39 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes);
+ float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes);
+ float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes);
+ bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes);
+ float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes);
+ float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes);
+ float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius.
+
+ bool use_jitter = RSG::camera_attributes->camera_attributes_get_dof_blur_use_jitter();
+ RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape();
+ RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality();
+
// 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.blur_far_active = dof_far;
+ bokeh.push_constant.blur_far_begin = dof_far_begin;
+ bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; // Only used with non-physically-based.
+ bokeh.push_constant.use_physical_far = dof_far_size < 0.0;
+ bokeh.push_constant.blur_size_far = bokeh_size; // Only used with physically-based.
+
+ bokeh.push_constant.blur_near_active = dof_near;
+ bokeh.push_constant.blur_near_begin = dof_near_begin;
+ bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; // Only used with non-physically-based.
+ bokeh.push_constant.use_physical_near = dof_near_size < 0.0;
+ bokeh.push_constant.blur_size_near = bokeh_size; // Only used with physically-based.
+
+ bokeh.push_constant.use_jitter = 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.blur_size = (dof_near_size < 0.0 && dof_far_size < 0.0) ? 32 : bokeh_size; // Cap with physically-based to keep performance reasonable.
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
@@ -150,9 +169,9 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
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) {
+ if (bokeh_shape == RS::DOF_BOKEH_BOX || 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;
+ BokehMode mode = 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());
@@ -160,9 +179,9 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
static const int quality_samples[4] = { 6, 12, 12, 24 };
- bokeh.push_constant.steps = quality_samples[p_quality];
+ bokeh.push_constant.steps = quality_samples[blur_quality];
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_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);
@@ -187,7 +206,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
//third pass
bokeh.push_constant.second_pass = true;
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_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 {
@@ -200,7 +219,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
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) {
+ if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
//forth pass, upscale for low quality
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
@@ -232,7 +251,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
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];
+ bokeh.push_constant.blur_scale = quality_scale[blur_quality];
//circle always runs in half size, otherwise too expensive
@@ -273,7 +292,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
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) {
+void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, 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();
@@ -281,6 +300,17 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes);
+ float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes);
+ float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes);
+ bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes);
+ float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes);
+ float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes);
+ float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius.
+
+ RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape();
+ RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality();
+
// setup our base push constant
memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
@@ -292,7 +322,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
- bokeh.push_constant.blur_size = p_dof_blur_amount;
+ bokeh.push_constant.blur_size = bokeh_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);
@@ -307,17 +337,17 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
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) {
+ if (dof_far || dof_near) {
+ if (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;
+ bokeh.push_constant.blur_far_begin = dof_far_begin;
+ bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size;
}
- if (p_dof_near) {
+ if (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;
+ bokeh.push_constant.blur_near_begin = dof_near_begin;
+ bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size;
}
{
@@ -337,14 +367,14 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
RD::get_singleton()->draw_list_end();
}
- if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+ if (bokeh_shape == RS::DOF_BOKEH_BOX || 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;
+ BokehMode mode = 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) {
+ if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_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;
@@ -354,7 +384,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
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];
+ bokeh.push_constant.steps = quality_samples[blur_quality];
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
@@ -373,7 +403,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
// 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;
+ mode = 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());
@@ -432,7 +462,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
}
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.blur_scale = quality_scale[blur_quality];
bokeh.push_constant.steps = 0.0;
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h
index 30b33be168..33dbdfcdc1 100644
--- a/servers/rendering/renderer_rd/effects/bokeh_dof.h
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.h
@@ -66,6 +66,11 @@ private:
uint32_t use_jitter;
float jitter_seed;
+ uint32_t use_physical_near;
+ uint32_t use_physical_far;
+
+ float blur_size_near;
+ float blur_size_far;
uint32_t pad[2];
};
@@ -111,8 +116,8 @@ public:
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);
+ void bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+ void bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
};
} // namespace RendererRD
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index 5507483cee..53237c1dfb 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -654,7 +654,7 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
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) {
+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_scale) {
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();
@@ -678,7 +678,7 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con
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
+ copy.push_constant.glow_auto_exposure_scale = p_auto_exposure_scale; //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);
@@ -705,7 +705,7 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con
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) {
+void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, 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_scale) {
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();
@@ -713,6 +713,9 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ RID half_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_half_texture);
+ RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
+
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;
@@ -729,7 +732,7 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc
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.glow_auto_exposure_scale = p_auto_exposure_scale; //unused also
blur_raster.push_constant.luminance_multiplier = p_luminance_multiplier;
@@ -737,14 +740,14 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc
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 }));
+ RD::Uniform u_half_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_half_texture }));
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::DrawListID draw_list = RD::get_singleton()->draw_list_begin(half_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(half_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_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 }));
@@ -764,9 +767,9 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc
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);
+ draw_list = RD::get_singleton()->draw_list_begin(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(dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
blur_raster.push_constant.flags = base_flags;
@@ -810,9 +813,11 @@ void CopyEffects::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const
RD::get_singleton()->compute_list_end();
}
-void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) {
+void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer.");
+ RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
+
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@@ -833,8 +838,8 @@ void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebu
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::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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(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));
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index d25555eee5..0ddb60ebef 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -86,7 +86,7 @@ private:
float glow_exposure;
float glow_white;
float glow_luminance_cap;
- float glow_auto_exposure_grey;
+ float glow_auto_exposure_scale;
float luminance_multiplier;
float res1;
@@ -148,7 +148,7 @@ private:
float glow_exposure;
float glow_white;
float glow_luminance_cap;
- float glow_auto_exposure_grey;
+ float glow_auto_exposure_scale;
// DOF.
float camera_z_far;
float camera_z_near;
@@ -321,11 +321,11 @@ public:
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 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_scale = 1.0);
+ void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, 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_scale = 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 make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
diff --git a/servers/rendering/renderer_rd/effects/fsr.cpp b/servers/rendering/renderer_rd/effects/fsr.cpp
new file mode 100644
index 0000000000..5fde24a926
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/fsr.cpp
@@ -0,0 +1,127 @@
+/*************************************************************************/
+/* fsr.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 "fsr.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+FSR::FSR() {
+ 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 {
+ FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
+ }
+#endif
+
+ fsr_shader.initialize(FSR_upscale_modes);
+
+ shader_version = fsr_shader.version_create();
+ pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, 0));
+}
+
+FSR::~FSR() {
+ fsr_shader.version_free(shader_version);
+}
+
+void FSR::fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ Size2i target_size = p_render_buffers->get_target_size();
+ float fsr_upscale_sharpness = p_render_buffers->get_fsr_sharpness();
+
+ if (!p_render_buffers->has_texture(SNAME("FSR"), SNAME("upscale_texture"))) {
+ RD::DataFormat format = p_render_buffers->get_base_data_format();
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ uint32_t layers = 1; // we only need one layer, in multiview we're processing one layer at a time.
+
+ p_render_buffers->create_texture(SNAME("FSR"), SNAME("upscale_texture"), format, usage_bits, RD::TEXTURE_SAMPLES_1, target_size, layers);
+ }
+
+ RID upscale_texture = p_render_buffers->get_texture(SNAME("FSR"), SNAME("upscale_texture"));
+
+ FSRUpscalePushConstant push_constant;
+ memset(&push_constant, 0, sizeof(FSRUpscalePushConstant));
+
+ int dispatch_x = (target_size.x + 15) / 16;
+ int dispatch_y = (target_size.y + 15) / 16;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
+
+ push_constant.resolution_width = internal_size.width;
+ push_constant.resolution_height = internal_size.height;
+ push_constant.upscaled_width = target_size.width;
+ push_constant.upscaled_height = target_size.height;
+ push_constant.sharpness = fsr_upscale_sharpness;
+
+ RID shader = fsr_shader.version_get_shader(shader_version, 0);
+ ERR_FAIL_COND(shader.is_null());
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ //FSR Easc
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, p_source_rd_texture });
+ RD::Uniform u_upscale_texture(RD::UNIFORM_TYPE_IMAGE, 0, { upscale_texture });
+
+ push_constant.pass = FSR_UPSCALE_PASS_EASU;
+ 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_upscale_texture), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &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);
+
+ //FSR Rcas
+ RD::Uniform u_upscale_texture_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, upscale_texture });
+ RD::Uniform u_destination_texture(RD::UNIFORM_TYPE_IMAGE, 0, { p_destination_texture });
+
+ push_constant.pass = FSR_UPSCALE_PASS_RCAS;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_texture_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_destination_texture), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
+
+ RD::get_singleton()->compute_list_end(compute_list);
+}
diff --git a/servers/rendering/renderer_rd/effects/fsr.h b/servers/rendering/renderer_rd/effects/fsr.h
new file mode 100644
index 0000000000..1adfba527a
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/fsr.h
@@ -0,0 +1,73 @@
+/*************************************************************************/
+/* fsr.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 FSR_RD_H
+#define FSR_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/fsr_upscale.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"
+
+namespace RendererRD {
+
+class FSR {
+public:
+ FSR();
+ ~FSR();
+
+ void fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture);
+
+private:
+ enum FSRUpscalePass {
+ FSR_UPSCALE_PASS_EASU = 0,
+ FSR_UPSCALE_PASS_RCAS = 1
+ };
+
+ struct FSRUpscalePushConstant {
+ float resolution_width;
+ float resolution_height;
+ float upscaled_width;
+ float upscaled_height;
+ float sharpness;
+ int pass;
+ int _unused0, _unused1;
+ };
+
+ FsrUpscaleShaderRD fsr_shader;
+ RID shader_version;
+ RID pipeline;
+};
+
+} // namespace RendererRD
+
+#endif // FSR_RD_H
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
index 0f896a8aa7..315bea2e67 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -32,6 +32,7 @@
#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/render_scene_buffers_rd.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
using namespace RendererRD;
@@ -333,6 +334,22 @@ SSEffects::SSEffects() {
}
}
}
+
+ // Subsurface scattering
+ {
+ Vector<String> sss_modes;
+ sss_modes.push_back("\n#define USE_11_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_17_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_25_SAMPLES\n");
+
+ sss.shader.initialize(sss_modes);
+
+ sss.shader_version = sss.shader.version_create();
+
+ for (int i = 0; i < sss_modes.size(); i++) {
+ sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
+ }
+ }
}
SSEffects::~SSEffects() {
@@ -376,6 +393,11 @@ SSEffects::~SSEffects() {
RD::get_singleton()->free(ssao.importance_map_load_counter);
}
+ {
+ // Cleanup Subsurface scattering
+ sss.shader.version_free(sss.shader_version);
+ }
+
singleton = nullptr;
}
@@ -1604,7 +1626,7 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
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.edge_tolerance = Math::sin(Math::deg_to_rad(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];
@@ -1713,3 +1735,73 @@ void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) {
p_ssr_buffers.normal_scaled = RID();
}
}
+
+/* Subsurface scattering */
+
+void SSEffects::sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
+ 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);
+
+ // Our intermediate buffer is only created if we haven't created it already.
+ RD::DataFormat format = p_render_buffers->get_base_data_format();
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ uint32_t layers = 1; // We only need one layer, we're handling one view at a time
+ uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH);
+ RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps);
+
+ Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
+ p.normal /= p.d;
+ float unit_size = p.normal.x;
+
+ { //scale color and depth to half
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ sss.push_constant.camera_z_far = p_camera.get_z_far();
+ sss.push_constant.camera_z_near = p_camera.get_z_near();
+ sss.push_constant.orthogonal = p_camera.is_orthogonal();
+ sss.push_constant.unit_size = unit_size;
+ sss.push_constant.screen_size[0] = p_screen_size.x;
+ sss.push_constant.screen_size[1] = p_screen_size.y;
+ sss.push_constant.vertical = false;
+ sss.push_constant.scale = p_scale;
+ sss.push_constant.depth_scale = p_depth_scale;
+
+ RID shader = sss.shader.version_get_shader(sss.shader_version, p_quality - 1);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]);
+
+ RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
+ RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
+ RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate }));
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
+ RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth }));
+
+ // horizontal
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ 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
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
+
+ sss.push_constant.vertical = true;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->compute_list_end();
+ }
+}
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
index c31271ffd2..a60f3a48ab 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.h
+++ b/servers/rendering/renderer_rd/effects/ss_effects.h
@@ -44,9 +44,12 @@
#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_rd/shaders/effects/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
+class RenderSceneBuffersRD;
+
namespace RendererRD {
class SSEffects {
@@ -168,6 +171,9 @@ public:
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);
+ /* subsurface scattering */
+ void sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
+
private:
/* SS Downsampler */
@@ -501,6 +507,29 @@ private:
RID shader_version;
RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX];
} ssr_filter;
+
+ /* Subsurface scattering */
+
+ struct SubSurfaceScatteringPushConstant {
+ int32_t screen_size[2];
+ float camera_z_far;
+ float camera_z_near;
+
+ uint32_t vertical;
+ uint32_t orthogonal;
+ float unit_size;
+ float scale;
+
+ float depth_scale;
+ uint32_t pad[3];
+ };
+
+ struct SubSurfaceScattering {
+ SubSurfaceScatteringPushConstant push_constant;
+ SubsurfaceScatteringShaderRD shader;
+ RID shader_version;
+ RID pipelines[3]; //3 quality levels
+ } sss;
};
} // namespace RendererRD
diff --git a/servers/rendering/renderer_rd/effects/taa.cpp b/servers/rendering/renderer_rd/effects/taa.cpp
new file mode 100644
index 0000000000..657385a509
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/taa.cpp
@@ -0,0 +1,138 @@
+/*************************************************************************/
+/* taa.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 "taa.h"
+#include "servers/rendering/renderer_rd/effects/copy_effects.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+TAA::TAA() {
+ Vector<String> taa_modes;
+ taa_modes.push_back("\n#define MODE_TAA_RESOLVE");
+ taa_shader.initialize(taa_modes);
+ shader_version = taa_shader.version_create();
+ pipeline = RD::get_singleton()->compute_pipeline_create(taa_shader.version_get_shader(shader_version, 0));
+}
+
+TAA::~TAA() {
+ taa_shader.version_free(shader_version);
+}
+
+void TAA::msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ if (!p_render_buffers->has_velocity_buffer(true)) {
+ // nothing to resolve
+ return;
+ }
+
+ for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) {
+ RID velocity_buffer_msaa = p_render_buffers->get_velocity_buffer(true, v);
+ RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v);
+
+ RD::get_singleton()->texture_resolve_multisample(velocity_buffer_msaa, velocity_buffer);
+ }
+}
+
+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) {
+ 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 shader = taa_shader.version_get_shader(shader_version, 0);
+ ERR_FAIL_COND(shader.is_null());
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ TAAResolvePushConstant push_constant;
+ memset(&push_constant, 0, sizeof(TAAResolvePushConstant));
+ push_constant.resolution_width = p_resolution.width;
+ push_constant.resolution_height = p_resolution.height;
+ push_constant.disocclusion_threshold = 0.025f;
+ push_constant.disocclusion_scale = 10.0f;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, 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, &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 TAA::process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far) {
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+
+ uint32_t view_count = p_render_buffers->get_view_count();
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ Size2i target_size = p_render_buffers->get_target_size();
+
+ bool just_allocated = false;
+ if (!p_render_buffers->has_texture(SNAME("taa"), SNAME("history"))) {
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ p_render_buffers->create_texture(SNAME("taa"), SNAME("history"), p_format, usage_bits);
+ p_render_buffers->create_texture(SNAME("taa"), SNAME("temp"), p_format, usage_bits);
+
+ p_render_buffers->create_texture(SNAME("taa"), SNAME("prev_velocity"), RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);
+
+ just_allocated = true;
+ }
+
+ RD::get_singleton()->draw_command_begin_label("TAA");
+
+ for (uint32_t v = 0; v < view_count; v++) {
+ // Get our (cached) slices
+ RID internal_texture = p_render_buffers->get_internal_texture(v);
+ RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v);
+ RID taa_history = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("history"), v, 0);
+ RID taa_prev_velocity = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("prev_velocity"), v, 0);
+
+ if (!just_allocated) {
+ RID depth_texture = p_render_buffers->get_depth_texture(v);
+ RID taa_temp = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("temp"), v, 0);
+ resolve(internal_texture, taa_temp, depth_texture, velocity_buffer, taa_prev_velocity, taa_history, Size2(internal_size.x, internal_size.y), p_z_near, p_z_far);
+ copy_effects->copy_to_rect(taa_temp, internal_texture, Rect2(0, 0, internal_size.x, internal_size.y));
+ }
+
+ copy_effects->copy_to_rect(internal_texture, taa_history, Rect2(0, 0, internal_size.x, internal_size.y));
+ copy_effects->copy_to_rect(velocity_buffer, taa_prev_velocity, Rect2(0, 0, target_size.x, target_size.y));
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
diff --git a/servers/rendering/renderer_rd/effects/taa.h b/servers/rendering/renderer_rd/effects/taa.h
new file mode 100644
index 0000000000..ce4af18866
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/taa.h
@@ -0,0 +1,68 @@
+/*************************************************************************/
+/* taa.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 TAA_RD_H
+#define TAA_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/taa_resolve.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"
+
+namespace RendererRD {
+
+class TAA {
+public:
+ TAA();
+ ~TAA();
+
+ void msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers);
+ void process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far);
+
+private:
+ struct TAAResolvePushConstant {
+ float resolution_width;
+ float resolution_height;
+ float disocclusion_threshold;
+ float disocclusion_scale;
+ };
+
+ TaaResolveShaderRD taa_shader;
+ RID shader_version;
+ RID pipeline;
+
+ void 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);
+};
+
+} // namespace RendererRD
+
+#endif // TAA_RD_H
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
index 38a4a37b8a..3a47b1420b 100644
--- a/servers/rendering/renderer_rd/effects/tone_mapper.cpp
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
@@ -117,7 +117,7 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
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.auto_exposure_scale = p_settings.auto_exposure_scale;
tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
@@ -203,7 +203,7 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
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.auto_exposure_scale = p_settings.auto_exposure_scale;
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.h b/servers/rendering/renderer_rd/effects/tone_mapper.h
index 05db4a0cbe..e91118e241 100644
--- a/servers/rendering/renderer_rd/effects/tone_mapper.h
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.h
@@ -77,7 +77,7 @@ private:
float exposure; // 4 - 84
float white; // 4 - 88
- float auto_exposure_grey; // 4 - 92
+ float auto_exposure_scale; // 4 - 92
float luminance_multiplier; // 4 - 96
float pixel_size[2]; // 8 - 104
@@ -124,7 +124,7 @@ public:
float white = 1.0;
bool use_auto_exposure = false;
- float auto_exposure_grey = 0.5;
+ float auto_exposure_scale = 0.5;
RID exposure_texture;
float luminance_multiplier = 1.0;
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp
index 68cfd43d90..5ff00aa94c 100644
--- a/servers/rendering/renderer_rd/effects/vrs.cpp
+++ b/servers/rendering/renderer_rd/effects/vrs.cpp
@@ -91,47 +91,22 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi
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
-
+Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const {
// 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++;
+ int width = p_base_size.x / texel_size.x;
+ if (p_base_size.x % texel_size.x != 0) {
+ width++;
}
- tf.height = p_base_height / texel_size.y;
- if (p_base_height % texel_size.y != 0) {
- tf.height++;
+ int height = p_base_size.y / texel_size.y;
+ if (p_base_size.y % texel_size.y != 0) {
+ 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);
+ return Size2i(width, height);
}
void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h
index dd15df615e..7125c6455d 100644
--- a/servers/rendering/renderer_rd/effects/vrs.h
+++ b/servers/rendering/renderer_rd/effects/vrs.h
@@ -66,7 +66,7 @@ public:
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);
+ Size2i get_vrs_texture_size(const Size2i p_base_size) const;
void update_vrs_texture(RID p_vrs_fb, RID p_render_target);
};
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 8d59b24f3f..b03415f2e3 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -108,115 +108,6 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m
return uniform_set;
}
-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));
-
- 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, FSR_upscale.pipeline);
-
- 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;
-
- //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_secondary_texture), 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);
-
- //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);
-
- 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_end(compute_list);
-}
-
-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);
-
- RID shader = TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0);
- ERR_FAIL_COND(shader.is_null());
-
- 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;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- 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 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));
- p.normal /= p.d;
- float unit_size = p.normal.x;
-
- { //scale color and depth to half
- sss.push_constant.camera_z_far = p_camera.get_z_far();
- sss.push_constant.camera_z_near = p_camera.get_z_near();
- sss.push_constant.orthogonal = p_camera.is_orthogonal();
- sss.push_constant.unit_size = unit_size;
- sss.push_constant.screen_size[0] = p_screen_size.x;
- sss.push_constant.screen_size[1] = p_screen_size.y;
- sss.push_constant.vertical = false;
- sss.push_constant.scale = p_scale;
- sss.push_constant.depth_scale = p_depth_scale;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]);
-
- 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_uniform_set_from_image(p_diffuse2), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
-
- 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_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse2), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
-
- sss.push_constant.vertical = true;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
-
- RD::get_singleton()->compute_list_end();
- }
-}
-
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.");
@@ -377,27 +268,6 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
}
EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
- {
- 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 {
- FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
- }
-#endif
-
- FSR_upscale.shader.initialize(FSR_upscale_modes);
-
- 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) {
@@ -445,23 +315,6 @@ 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));
}
- if (!prefer_raster_effects) {
- {
- Vector<String> sss_modes;
- sss_modes.push_back("\n#define USE_11_SAMPLES\n");
- sss_modes.push_back("\n#define USE_17_SAMPLES\n");
- sss_modes.push_back("\n#define USE_25_SAMPLES\n");
-
- sss.shader.initialize(sss_modes);
-
- sss.shader_version = sss.shader.version_create();
-
- for (int i = 0; i < sss_modes.size(); i++) {
- sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
- }
- }
- }
-
{
Vector<String> sort_modes;
sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
@@ -477,14 +330,6 @@ 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;
@@ -523,8 +368,6 @@ EffectsRD::~EffectsRD() {
RD::get_singleton()->free(default_mipmap_sampler);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
- FSR_upscale.shader.version_free(FSR_upscale.shader_version);
- TAA_resolve.shader.version_free(TAA_resolve.shader_version);
if (prefer_raster_effects) {
luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
} else {
@@ -532,7 +375,6 @@ EffectsRD::~EffectsRD() {
}
if (!prefer_raster_effects) {
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
- sss.shader.version_free(sss.shader_version);
}
sort.shader.version_free(sort.shader_version);
}
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 94cd26fae9..b05af73cf3 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -33,13 +33,10 @@
#include "core/math/projection.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.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/roughness_limiter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.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"
@@ -48,42 +45,6 @@ class EffectsRD {
private:
bool prefer_raster_effects;
- enum FSRUpscalePass {
- FSR_UPSCALE_PASS_EASU = 0,
- FSR_UPSCALE_PASS_RCAS = 1
- };
-
- struct FSRUpscalePushConstant {
- float resolution_width;
- float resolution_height;
- float upscaled_width;
- float upscaled_height;
- float sharpness;
- int pass;
- int _unused0, _unused1;
- };
-
- struct FSRUpscale {
- FSRUpscalePushConstant push_constant;
- FsrUpscaleShaderRD shader;
- RID shader_version;
- RID pipeline;
- } FSR_upscale;
-
- struct TAAResolvePushConstant {
- float resolution_width;
- float resolution_height;
- float disocclusion_threshold;
- float disocclusion_scale;
- };
-
- struct TAAResolve {
- TAAResolvePushConstant push_constant;
- TaaResolveShaderRD shader;
- RID shader_version;
- RID pipeline;
- } TAA_resolve;
-
enum LuminanceReduceMode {
LUMINANCE_REDUCE_READ,
LUMINANCE_REDUCE,
@@ -143,27 +104,6 @@ private:
} roughness_limiter;
- struct SubSurfaceScatteringPushConstant {
- int32_t screen_size[2];
- float camera_z_far;
- float camera_z_near;
-
- uint32_t vertical;
- uint32_t orthogonal;
- float unit_size;
- float scale;
-
- float depth_scale;
- uint32_t pad[3];
- };
-
- struct SubSurfaceScattering {
- SubSurfaceScatteringPushConstant push_constant;
- SubsurfaceScatteringShaderRD shader;
- RID shader_version;
- RID pipelines[3]; //3 quality levels
- } sss;
-
enum SortMode {
SORT_MODE_BLOCK,
SORT_MODE_STEP,
@@ -230,16 +170,11 @@ private:
public:
bool get_prefer_raster_effects();
- 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);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
- 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);
EffectsRD(bool p_prefer_raster_effects);
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
index 257b67cf04..91ffa053c9 100644
--- a/servers/rendering/renderer_rd/environment/fog.cpp
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -473,7 +473,7 @@ Fog::FogShaderData::~FogShaderData() {
////////////////////////////////////////////////////////////////////////////////
// Volumetric Fog
-Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) {
+void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) {
width = fog_size.x;
height = fog_size.y;
depth = fog_size.z;
@@ -591,6 +591,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RENDER_TIMESTAMP("> Volumetric Fog");
RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
+ Ref<VolumetricFog> fog = p_settings.vfog;
+
if (p_fog_volumes.size() > 0) {
RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
@@ -623,9 +625,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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.fog_volume_size[0] = fog->width;
+ params.fog_volume_size[1] = fog->height;
+ params.fog_volume_size[2] = fog->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;
@@ -638,7 +640,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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)) {
+ if (fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) {
Vector<RD::Uniform> uniforms;
{
@@ -649,7 +651,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
#endif
u.binding = 1;
- u.append_id(p_settings.vfog->emissive_map);
+ u.append_id(fog->emissive_map);
uniforms.push_back(u);
}
@@ -669,7 +671,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
#endif
u.binding = 3;
- u.append_id(p_settings.vfog->density_map);
+ u.append_id(fog->density_map);
uniforms.push_back(u);
}
@@ -681,11 +683,11 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
#endif
u.binding = 4;
- u.append_id(p_settings.vfog->light_map);
+ u.append_id(fog->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);
+ fog->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();
@@ -731,7 +733,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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);
+ Vector3 fog_size = Vector3(fog->width, fog->height, fog->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);
@@ -742,7 +744,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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);
+ min = Vector3i(int32_t(fog->width) - 1, int32_t(fog->height) - 1, int32_t(fog->depth) - 1);
max = Vector3i(1, 1, 1);
for (int j = 0; j < 8; j++) {
@@ -753,9 +755,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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);
+ extents = Vector3(fog->width, fog->height, fog->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));
+ kernel_size = Vector3i(int32_t(fog->width), int32_t(fog->height), int32_t(fog->depth));
}
if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
@@ -777,7 +779,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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_bind_uniform_set(compute_list, fog->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.
@@ -795,7 +797,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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)) {
+ if (fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->process_uniform_set_density)) {
//re create uniform set if needed
Vector<RD::Uniform> uniforms;
Vector<RD::Uniform> copy_uniforms;
@@ -875,7 +877,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 8;
- u.append_id(p_settings.vfog->light_density_map);
+ u.append_id(fog->light_density_map);
uniforms.push_back(u);
copy_uniforms.push_back(u);
}
@@ -884,7 +886,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
- u.append_id(p_settings.vfog->fog_map);
+ u.append_id(fog->fog_map);
uniforms.push_back(u);
}
@@ -892,7 +894,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
- u.append_id(p_settings.vfog->prev_light_density_map);
+ u.append_id(fog->prev_light_density_map);
copy_uniforms.push_back(u);
}
@@ -909,7 +911,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 11;
- u.append_id(p_settings.voxel_gl_buffer);
+ u.append_id(p_settings.voxel_gi_buffer);
uniforms.push_back(u);
copy_uniforms.push_back(u);
}
@@ -944,7 +946,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 15;
- u.append_id(p_settings.vfog->prev_light_density_map);
+ u.append_id(fog->prev_light_density_map);
uniforms.push_back(u);
}
{
@@ -955,7 +957,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
#endif
u.binding = 16;
- u.append_id(p_settings.vfog->density_map);
+ u.append_id(fog->density_map);
uniforms.push_back(u);
}
{
@@ -966,7 +968,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
#endif
u.binding = 17;
- u.append_id(p_settings.vfog->light_map);
+ u.append_id(fog->light_map);
uniforms.push_back(u);
}
@@ -978,7 +980,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
#endif
u.binding = 18;
- u.append_id(p_settings.vfog->emissive_map);
+ u.append_id(fog->emissive_map);
uniforms.push_back(u);
}
@@ -992,9 +994,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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);
+ fog->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);
+ fog->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);
@@ -1002,17 +1004,17 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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);
+ fog->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);
+ fog->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);
+ 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.is_valid());
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)) {
+ if (fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->sdfgi_uniform_set)) {
Vector<RD::Uniform> uniforms;
{
@@ -1039,12 +1041,12 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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);
+ fog->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);
+ fog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
+ fog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
VolumetricFogShader::ParamsUBO params;
@@ -1079,9 +1081,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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.fog_volume_size[0] = fog->width;
+ params.fog_volume_size[1] = fog->height;
+ params.fog_volume_size[2] = fog->depth;
params.directional_light_count = p_directional_light_count;
@@ -1149,19 +1151,19 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->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_bind_uniform_set(compute_list, fog->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_dispatch_threads(compute_list, fog->width, fog->height, fog->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_bind_uniform_set(compute_list, fog->copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
RD::get_singleton()->draw_command_end_label();
@@ -1172,8 +1174,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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_bind_uniform_set(compute_list, fog->process_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
RD::get_singleton()->compute_list_end();
//need restart for buffer update
@@ -1183,8 +1185,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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_bind_uniform_set(compute_list, fog->process_uniform_set2, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->draw_command_end_label();
@@ -1194,8 +1196,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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_bind_uniform_set(compute_list, fog->process_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1);
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h
index 171f9f3b88..30c8a3f382 100644
--- a/servers/rendering/renderer_rd/environment/fog.h
+++ b/servers/rendering/renderer_rd/environment/fog.h
@@ -38,8 +38,11 @@
#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/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
#include "servers/rendering/storage/utilities.h"
+#define RB_SCOPE_FOG SNAME("Fog")
+
namespace RendererRD {
class Fog : public RendererFog {
@@ -261,7 +264,10 @@ public:
void fog_instance_free(RID p_rid);
/* Volumetric FOG */
- struct VolumetricFog {
+ class VolumetricFog : public RenderBufferCustomDataRD {
+ GDCLASS(VolumetricFog, RenderBufferCustomDataRD)
+
+ public:
enum {
MAX_TEMPORAL_FRAMES = 16
};
@@ -290,7 +296,10 @@ public:
int last_shadow_filter = -1;
- VolumetricFog(const Vector3i &fog_size, RID p_sky_shader);
+ virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
+ virtual void free_data() override{};
+
+ void init(const Vector3i &fog_size, RID p_sky_shader);
~VolumetricFog();
};
@@ -304,7 +313,7 @@ public:
uint32_t max_cluster_elements;
bool volumetric_fog_filter_active;
RID shadow_sampler;
- RID voxel_gl_buffer;
+ RID voxel_gi_buffer;
RID shadow_atlas_depth;
RID omni_light_buffer;
RID spot_light_buffer;
@@ -312,11 +321,11 @@ public:
RID directional_light_buffer;
// Objects related to our render buffer
- VolumetricFog *vfog;
+ Ref<VolumetricFog> vfog;
ClusterBuilderRD *cluster_builder;
GI *gi;
- GI::SDFGI *sdfgi;
- GI::RenderBuffersGI *rbgi;
+ Ref<GI::SDFGI> sdfgi;
+ Ref<GI::RenderBuffersGI> rbgi;
RID env;
SkyRD *sky;
};
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index eaef5ba39c..ced0f6380f 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -34,6 +34,7 @@
#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/render_scene_buffers_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
@@ -287,6 +288,19 @@ float GI::voxel_gi_get_energy(RID p_voxel_gi) const {
return voxel_gi->energy;
}
+void GI::voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->baked_exposure = p_baked_exposure;
+}
+
+float GI::voxel_gi_get_baked_exposure_normalization(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->baked_exposure;
+}
+
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);
@@ -371,6 +385,13 @@ RID GI::voxel_gi_get_sdf_texture(RID p_voxel_gi) {
return voxel_gi->sdf_texture;
}
+Dependency *GI::voxel_gi_get_dependency(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, nullptr);
+
+ return &voxel_gi->dependency;
+}
+
////////////////////////////////////////////////////////////////////////////////
// SDFGI
@@ -1108,7 +1129,11 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env);
}
-void GI::SDFGI::erase() {
+void GI::SDFGI::free_data() {
+ // we don't free things here, we handle SDFGI differently at the moment destructing the object when it needs to change.
+}
+
+GI::SDFGI::~SDFGI() {
for (uint32_t i = 0; i < cascades.size(); i++) {
const SDFGI::Cascade &c = cascades[i];
RD::get_singleton()->free(c.light_data);
@@ -1292,7 +1317,7 @@ void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) {
push_constant.y_mult = y_mult;
if (reads_sky && p_env.is_valid()) {
- push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
+ push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy_multiplier(p_env);
if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_CLEAR_COLOR) {
push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
@@ -1840,6 +1865,11 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
c.probe_world_offset[2] = probe_ofs.z;
c.to_cell = 1.0 / cascades[i].cell_size;
+ c.exposure_normalization = 1.0;
+ if (p_render_data->camera_attributes.is_valid()) {
+ float exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ c.exposure_normalization = exposure_normalization / cascades[i].baked_exposure_normalization;
+ }
}
RD::get_singleton()->buffer_update(gi->sdfgi_ubo, 0, sizeof(SDFGIData), &sdfgi_data, RD::BARRIER_MASK_COMPUTE);
@@ -1876,6 +1906,14 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
lights[idx].color[2] = color.b;
lights[idx].type = RS::LIGHT_DIRECTIONAL;
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);
+ if (p_scene_render->is_using_physical_light_units()) {
+ lights[idx].energy *= RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INTENSITY);
+ }
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
+
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
idx++;
@@ -1920,11 +1958,29 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
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);
+ if (p_scene_render->is_using_physical_light_units()) {
+ lights[idx].energy *= RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INTENSITY);
+
+ // Convert from Luminous Power to Luminous Intensity
+ if (lights[idx].type == RS::LIGHT_OMNI) {
+ lights[idx].energy *= 1.0 / (Math_PI * 4.0);
+ } else if (lights[idx].type == RS::LIGHT_SPOT) {
+ // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
+ // We make this assumption to keep them easy to control.
+ lights[idx].energy *= 1.0 / Math_PI;
+ }
+ }
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
+
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].cos_spot_angle = Math::cos(Math::deg_to_rad(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++;
@@ -1938,10 +1994,9 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
}
}
-void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) {
+void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization) {
//print_line("rendering region " + itos(p_region));
- 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...
+ ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but...
AABB bounds;
Vector3i from;
Vector3i size;
@@ -1960,7 +2015,7 @@ void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArr
}
//print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(cascades[cascade].cell_size));
- p_scene_render->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing);
+ p_scene_render->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing, p_exposure_normalization);
if (cascade_next != cascade) {
RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
@@ -1989,6 +2044,7 @@ void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArr
}
cascades[cascade].all_dynamic_lights_dirty = true;
+ cascades[cascade].baked_exposure_normalization = p_exposure_normalization;
push_constant.grid_size = cascade_size;
push_constant.cascade = cascade;
@@ -2297,9 +2353,8 @@ void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArr
}
}
-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...
+void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> 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) {
+ ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but...
RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights");
@@ -2358,11 +2413,29 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
+
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);
+ if (p_scene_render->is_using_physical_light_units()) {
+ lights[idx].energy *= RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INTENSITY);
+
+ // Convert from Luminous Power to Luminous Intensity
+ if (lights[idx].type == RS::LIGHT_OMNI) {
+ lights[idx].energy *= 1.0 / (Math_PI * 4.0);
+ } else if (lights[idx].type == RS::LIGHT_SPOT) {
+ // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
+ // We make this assumption to keep them easy to control.
+ lights[idx].energy *= 1.0 / Math_PI;
+ }
+ }
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
+
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].cos_spot_angle = Math::cos(Math::deg_to_rad(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++;
@@ -2794,13 +2867,29 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
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);
+
+ if (p_scene_render->is_using_physical_light_units()) {
+ l.energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY);
+
+ l.energy *= gi->voxel_gi_get_baked_exposure_normalization(probe);
+
+ // Convert from Luminous Power to Luminous Intensity
+ if (l.type == RS::LIGHT_OMNI) {
+ l.energy *= 1.0 / (Math_PI * 4.0);
+ } else if (l.type == RS::LIGHT_SPOT) {
+ // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
+ // We make this assumption to keep them easy to control.
+ l.energy *= 1.0 / Math_PI;
+ }
+ }
+
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(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ l.cos_spot_angle = Math::cos(Math::deg_to_rad(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);
@@ -3003,7 +3092,12 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
}
p_scene_render->cull_argument[0] = instance;
- p_scene_render->_render_material(to_world_xform * xform, cm, true, p_scene_render->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
+ float exposure_normalization = 1.0;
+ if (p_scene_render->is_using_physical_light_units()) {
+ exposure_normalization = gi->voxel_gi_get_baked_exposure_normalization(probe);
+ }
+
+ p_scene_render->_render_material(to_world_xform * xform, cm, true, p_scene_render->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size), exposure_normalization);
VoxelGIDynamicPushConstant push_constant;
memset(&push_constant, 0, sizeof(VoxelGIDynamicPushConstant));
@@ -3488,25 +3582,27 @@ void GI::free() {
}
}
-GI::SDFGI *GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) {
- SDFGI *sdfgi = memnew(SDFGI);
+Ref<GI::SDFGI> GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) {
+ Ref<SDFGI> sdfgi;
+ sdfgi.instantiate();
sdfgi->create(p_env, p_world_position, p_requested_history_size, this);
return sdfgi;
}
-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) {
+void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> 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) {
+ ERR_FAIL_COND(p_render_buffers.is_null());
+
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ ERR_FAIL_NULL(texture_storage);
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.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);
+ Ref<RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI);
+ ERR_FAIL_COND(rbgi.is_null());
+ RID voxel_gi_buffer = rbgi->get_voxel_gi_buffer();
VoxelGIData voxel_gi_data[MAX_VOXEL_GI_INSTANCES];
bool voxel_gi_instances_changed = false;
@@ -3517,7 +3613,7 @@ void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_tra
for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) {
RID texture;
if (i < (int)p_voxel_gi_instances.size()) {
- VoxelGIInstance *gipi = get_probe_instance(p_voxel_gi_instances[i]);
+ VoxelGIInstance *gipi = voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
if (gipi) {
texture = gipi->texture;
@@ -3555,6 +3651,11 @@ void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_tra
gipd.normal_bias = voxel_gi_get_normal_bias(base_probe);
gipd.blend_ambient = !voxel_gi_is_interior(base_probe);
gipd.mipmaps = gipi->mipmaps.size();
+ gipd.exposure_normalization = 1.0;
+ if (p_render_data->camera_attributes.is_valid()) {
+ float exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ gipd.exposure_normalization = exposure_normalization / voxel_gi_get_baked_exposure_normalization(base_probe);
+ }
}
r_voxel_gi_instances_used++;
@@ -3564,28 +3665,30 @@ void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_tra
texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
- if (texture != rb->rbgi.voxel_gi_textures[i]) {
+ if (texture != rbgi->voxel_gi_textures[i]) {
voxel_gi_instances_changed = true;
- rb->rbgi.voxel_gi_textures[i] = texture;
+ rbgi->voxel_gi_textures[i] = texture;
}
}
if (voxel_gi_instances_changed) {
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]);
+ if (RD::get_singleton()->uniform_set_is_valid(rbgi->uniform_set[v])) {
+ RD::get_singleton()->free(rbgi->uniform_set[v]);
}
- rb->rbgi.uniform_set[v] = RID();
+ rbgi->uniform_set[v] = RID();
}
- if (rb->volumetric_fog) {
- 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);
+ if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
+ Ref<Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
+
+ if (RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) {
+ RD::get_singleton()->free(fog->fog_uniform_set);
+ RD::get_singleton()->free(fog->process_uniform_set);
+ RD::get_singleton()->free(fog->process_uniform_set2);
}
- rb->volumetric_fog->fog_uniform_set = RID();
- rb->volumetric_fog->process_uniform_set = RID();
- rb->volumetric_fog->process_uniform_set2 = RID();
+ fog->fog_uniform_set = RID();
+ fog->process_uniform_set = RID();
+ fog->process_uniform_set2 = RID();
}
}
@@ -3598,7 +3701,14 @@ void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_tra
}
}
-void GI::RenderBuffersGI::free() {
+RID GI::RenderBuffersGI::get_voxel_gi_buffer() {
+ if (voxel_gi_buffer.is_null()) {
+ voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::VoxelGIData) * GI::MAX_VOXEL_GI_INSTANCES);
+ }
+ return voxel_gi_buffer;
+}
+
+void GI::RenderBuffersGI::free_data() {
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]);
@@ -3611,28 +3721,13 @@ void GI::RenderBuffersGI::free() {
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) {
+void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, 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) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -3640,65 +3735,38 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
RD::get_singleton()->draw_command_begin_label("GI Render");
- RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
- ERR_FAIL_COND(rb == nullptr);
+ ERR_FAIL_COND(p_render_buffers.is_null());
- 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);
+ Ref<RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI);
+ ERR_FAIL_COND(rbgi.is_null());
- for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
- rb->rbgi.ambient_slice[v] = RID();
- rb->rbgi.reflection_slice[v] = RID();
- }
- }
+ Size2i internal_size = p_render_buffers->get_internal_size();
+
+ if (rbgi->using_half_size_gi != half_resolution) {
+ p_render_buffers->clear_context(RB_SCOPE_GI);
+ }
- // Remember the view count we're using
- rb->rbgi.view_count = p_view_count;
+ if (!p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) {
+ Size2i size = internal_size;
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- // Create textures for our ambient and reflection data
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- 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->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);
- }
+ size.x >>= 1;
+ size.y >>= 1;
}
+
+ p_render_buffers->create_texture(RB_SCOPE_GI, RB_TEX_AMBIENT, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1, size);
+ p_render_buffers->create_texture(RB_SCOPE_GI, RB_TEX_REFLECTION, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1, size);
+
+ rbgi->using_half_size_gi = half_resolution;
}
// 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));
+ if (rbgi->scene_data_ubo.is_null()) {
+ rbgi->scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData));
}
for (uint32_t v = 0; v < p_view_count; v++) {
@@ -3712,10 +3780,10 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
// 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;
+ scene_data.screen_size[0] = internal_size.x;
+ scene_data.screen_size[1] = internal_size.y;
- RD::get_singleton()->buffer_update(rb->rbgi.scene_data_ubo, 0, sizeof(SceneData), &scene_data, RD::BARRIER_MASK_COMPUTE);
+ RD::get_singleton()->buffer_update(rbgi->scene_data_ubo, 0, sizeof(SceneData), &scene_data, RD::BARRIER_MASK_COMPUTE);
}
// Now compute the contents of our buffers.
@@ -3737,22 +3805,28 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
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[0] = -2.0f / (internal_size.x * p_projections[0].matrix[0][0]);
+ push_constant.proj_info[1] = -2.0f / (internal_size.y * 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_sdfgi = p_render_buffers->has_custom_data(RB_SCOPE_SDFGI);
bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0;
+ Ref<SDFGI> sdfgi;
+ if (use_sdfgi) {
+ sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
+ }
+
uint32_t pipeline_specialization = 0;
- if (rb->rbgi.using_half_size_gi) {
+ if (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()) {
+ bool has_vrs_texture = p_render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE);
+ if (has_vrs_texture) {
pipeline_specialization |= SHADER_SPECIALIZATION_USE_VRS;
}
@@ -3762,15 +3836,15 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
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])) {
+ if (rbgi->uniform_set[v].is_null() || !RD::get_singleton()->uniform_set_is_valid(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);
+ if (use_sdfgi && j < sdfgi->cascades.size()) {
+ u.append_id(sdfgi->cascades[j].sdf_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
@@ -3782,8 +3856,8 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
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);
+ if (use_sdfgi && j < sdfgi->cascades.size()) {
+ u.append_id(sdfgi->cascades[j].light_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
@@ -3795,8 +3869,8 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
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);
+ if (use_sdfgi && j < sdfgi->cascades.size()) {
+ u.append_id(sdfgi->cascades[j].light_aniso_0_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
@@ -3808,8 +3882,8 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
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);
+ if (use_sdfgi && j < sdfgi->cascades.size()) {
+ u.append_id(sdfgi->cascades[j].light_aniso_1_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
@@ -3820,8 +3894,8 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 5;
- if (rb->sdfgi) {
- u.append_id(rb->sdfgi->occlusion_texture);
+ if (use_sdfgi) {
+ u.append_id(sdfgi->occlusion_texture);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
@@ -3846,7 +3920,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
- u.append_id(rb->rbgi.ambient_slice[v]);
+ u.append_id(p_render_buffers->get_texture_slice(RB_SCOPE_GI, RB_TEX_AMBIENT, v, 0));
uniforms.push_back(u);
}
@@ -3854,7 +3928,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 10;
- u.append_id(rb->rbgi.reflection_slice[v]);
+ u.append_id(p_render_buffers->get_texture_slice(RB_SCOPE_GI, RB_TEX_REFLECTION, v, 0));
uniforms.push_back(u);
}
@@ -3862,8 +3936,8 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 11;
- if (rb->sdfgi) {
- u.append_id(rb->sdfgi->lightprobe_texture);
+ if (use_sdfgi) {
+ u.append_id(sdfgi->lightprobe_texture);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
}
@@ -3873,7 +3947,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 12;
- u.append_id(rb->views[v].view_depth);
+ u.append_id(p_render_buffers->get_depth_texture(v));
uniforms.push_back(u);
}
{
@@ -3902,7 +3976,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 16;
- u.append_id(rb->rbgi.voxel_gi_buffer);
+ u.append_id(rbgi->get_voxel_gi_buffer());
uniforms.push_back(u);
}
{
@@ -3910,7 +3984,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
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]);
+ u.append_id(rbgi->voxel_gi_textures[i]);
}
uniforms.push_back(u);
}
@@ -3918,29 +3992,29 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 18;
- u.append_id(rb->rbgi.scene_data_ubo);
+ u.append_id(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);
+ RID buffer = has_vrs_texture ? p_render_buffers->get_texture_slice(RB_SCOPE_VRS, RB_TEXTURE, v, 0) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_VRS);
u.append_id(buffer);
uniforms.push_back(u);
}
- rb->rbgi.uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
+ rbgi->uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
}
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_bind_uniform_set(compute_list, rbgi->uniform_set[v], 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
- 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);
+ if (rbgi->using_half_size_gi) {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.x >> 1, internal_size.y >> 1, 1);
} else {
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width, rb->internal_height, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.x, internal_size.y, 1);
}
}
@@ -3964,21 +4038,21 @@ void GI::voxel_gi_instance_free(RID 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);
+ VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
ERR_FAIL_COND(!voxel_gi);
voxel_gi->transform = p_xform;
}
bool GI::voxel_gi_needs_update(RID p_probe) const {
- VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
+ VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!voxel_gi, false);
return voxel_gi->last_probe_version != voxel_gi_get_version(voxel_gi->probe);
}
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);
+ VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
ERR_FAIL_COND(!voxel_gi);
voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render);
diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h
index 8860445c3b..e567c67a3b 100644
--- a/servers/rendering/renderer_rd/environment/gi.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -44,10 +44,17 @@
#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_rd/storage_rd/render_buffer_custom_data_rd.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/storage/utilities.h"
+#define RB_SCOPE_GI SNAME("rbgi")
+#define RB_SCOPE_SDFGI SNAME("sdfgi")
+
+#define RB_TEX_AMBIENT SNAME("ambient")
+#define RB_TEX_REFLECTION SNAME("reflection")
+
// 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;
@@ -76,6 +83,7 @@ public:
float dynamic_range = 2.0;
float energy = 1.0;
+ float baked_exposure = 1.0;
float bias = 1.4;
float normal_bias = 0.0;
float propagation = 0.5;
@@ -88,6 +96,60 @@ public:
Dependency dependency;
};
+ /* 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
+ GI *gi = nullptr;
+
+ RID probe;
+ RID texture;
+ RID write_buffer;
+
+ struct Mipmap {
+ RID texture;
+ RID uniform_set;
+ RID second_bounce_uniform_set;
+ RID write_uniform_set;
+ uint32_t level;
+ uint32_t cell_offset;
+ uint32_t cell_count;
+ };
+ Vector<Mipmap> mipmaps;
+
+ struct DynamicMap {
+ RID texture; //color normally, or emission on first pass
+ RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
+ RID depth; //actual depth buffer for the first pass, float depth for later passes
+ RID normal; //normal buffer for the first pass
+ RID albedo; //emission buffer for the first pass
+ RID orm; //orm buffer for the first pass
+ RID fb; //used for rendering, only valid on first map
+ RID uniform_set;
+ uint32_t size;
+ int mipmap; // mipmap to write to, -1 if no mipmap assigned
+ };
+
+ Vector<DynamicMap> dynamic_maps;
+
+ int slot = -1;
+ uint32_t last_probe_version = 0;
+ uint32_t last_probe_data_version = 0;
+
+ //uint64_t last_pass = 0;
+ uint32_t render_index = 0;
+
+ bool has_dynamic_object_data = false;
+
+ Transform3D transform;
+
+ 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();
+ };
+
private:
static GI *singleton;
@@ -97,6 +159,8 @@ private:
/* VOXEL_GI INSTANCE */
+ mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
+
struct VoxelGILight {
uint32_t type;
float energy;
@@ -369,9 +433,40 @@ private:
public:
static GI *get_singleton() { return singleton; }
+ /* GI */
+
+ enum {
+ MAX_VOXEL_GI_INSTANCES = 8
+ };
+
+ // Struct for use in render buffer
+ class RenderBuffersGI : public RenderBufferCustomDataRD {
+ GDCLASS(RenderBuffersGI, RenderBufferCustomDataRD)
+
+ private:
+ RID voxel_gi_buffer;
+
+ public:
+ RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
+
+ RID full_buffer;
+ RID full_dispatch;
+ RID full_mask;
+
+ /* GI buffers */
+ bool using_half_size_gi = false;
+
+ RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID scene_data_ubo;
+
+ RID get_voxel_gi_buffer();
+
+ virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
+ virtual void free_data() override;
+ };
+
/* 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;
@@ -398,6 +493,9 @@ public:
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_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) override;
+ virtual float voxel_gi_get_baked_exposure_normalization(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;
@@ -418,72 +516,23 @@ public:
RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
- /* VOXEL_GI INSTANCE */
+ Dependency *voxel_gi_get_dependency(RID p_voxel_gi) const;
- //@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
- GI *gi = nullptr;
-
- RID probe;
- RID texture;
- RID write_buffer;
-
- struct Mipmap {
- RID texture;
- RID uniform_set;
- RID second_bounce_uniform_set;
- RID write_uniform_set;
- uint32_t level;
- uint32_t cell_offset;
- uint32_t cell_count;
- };
- Vector<Mipmap> mipmaps;
-
- struct DynamicMap {
- RID texture; //color normally, or emission on first pass
- RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
- RID depth; //actual depth buffer for the first pass, float depth for later passes
- RID normal; //normal buffer for the first pass
- RID albedo; //emission buffer for the first pass
- RID orm; //orm buffer for the first pass
- RID fb; //used for rendering, only valid on first map
- RID uniform_set;
- uint32_t size;
- int mipmap; // mipmap to write to, -1 if no mipmap assigned
- };
-
- Vector<DynamicMap> dynamic_maps;
-
- int slot = -1;
- uint32_t last_probe_version = 0;
- uint32_t last_probe_data_version = 0;
-
- //uint64_t last_pass = 0;
- uint32_t render_index = 0;
-
- bool has_dynamic_object_data = false;
-
- Transform3D transform;
-
- 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.get_or_null(p_probe);
- };
+ /* VOXEL_GI INSTANCE */
_FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) {
- VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
+ VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!voxel_gi, RID());
return voxel_gi->texture;
};
+ _FORCE_INLINE_ void voxel_gi_instance_set_render_index(RID p_probe, uint32_t p_index) {
+ VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
+ ERR_FAIL_NULL(voxel_gi);
+
+ voxel_gi->render_index = p_index;
+ };
+
bool voxel_gi_instance_owns(RID p_rid) const {
return voxel_gi_instance_owner.owns(p_rid);
}
@@ -494,7 +543,10 @@ public:
/* SDFGI */
- struct SDFGI {
+ class SDFGI : public RenderBufferCustomDataRD {
+ GDCLASS(SDFGI, RenderBufferCustomDataRD)
+
+ public:
enum {
MAX_CASCADES = 8,
CASCADE_SIZE = 128,
@@ -512,6 +564,7 @@ public:
float to_cell;
int32_t probe_offset[3];
uint32_t pad;
+ float pad2[4];
};
//cascade blocks are full-size for volume (128^3), half size for albedo/emission
@@ -551,6 +604,8 @@ public:
RID integrate_uniform_set;
RID lights_buffer;
+ float baked_exposure_normalization = 1.0;
+
bool all_dynamic_lights_dirty = true;
};
@@ -617,8 +672,11 @@ public:
int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
RID integrate_sky_uniform_set;
+ virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
+ virtual void free_data() override;
+ ~SDFGI();
+
void create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi);
- void erase();
void update(RID p_env, const Vector3 &p_world_position);
void update_light();
void update_probes(RID p_env, RendererRD::SkyRD::Sky *p_sky);
@@ -630,8 +688,8 @@ public:
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<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);
+ void render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization);
+ void render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> 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;
@@ -648,34 +706,6 @@ public:
int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
- /* GI */
- enum {
- MAX_VOXEL_GI_INSTANCES = 8
- };
-
- // Struct for use in render buffer
- struct RenderBuffersGI {
- RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
- RID voxel_gi_buffer;
-
- RID full_buffer;
- RID full_dispatch;
- RID full_mask;
-
- /* 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 {
float grid_size[3];
uint32_t max_cascades;
@@ -705,6 +735,8 @@ public:
float to_probe; // 1/bounds * grid_size
int32_t probe_world_offset[3];
float to_cell; // 1/bounds * grid_size
+ float pad[3];
+ float exposure_normalization;
};
ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
@@ -720,6 +752,9 @@ public:
float normal_bias; // 4 - 88
uint32_t blend_ambient; // 4 - 92
uint32_t mipmaps; // 4 - 96
+
+ float pad[3]; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
struct SceneData {
@@ -775,10 +810,10 @@ public:
void init(RendererRD::SkyRD *p_sky);
void free();
- SDFGI *create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
+ Ref<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, 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);
+ void setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> 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(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, 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);
RID voxel_gi_instance_create(RID p_base);
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform);
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 6433a39863..3fbe1086a1 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -35,6 +35,7 @@
#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/render_scene_buffers_rd.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"
@@ -114,12 +115,16 @@ void SkyRD::SkyShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
+
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
+ while (el) {
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
+ }
+
print_line("\n**uniforms:\n" + gen_code.uniforms);
- // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
- // print_line("\n**vertex_code:\n" + gen_code.vertex);
- print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
- print_line("\n**fragment_code:\n" + gen_code.fragment);
- print_line("\n**light_code:\n" + gen_code.light);
+ 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
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);
@@ -288,7 +293,7 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
p_array[11] = 0;
}
-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) {
+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, const Vector3 &p_position, float p_luminance_multiplier) {
SkyPushConstant sky_push_constant;
memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
@@ -303,7 +308,6 @@ void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineC
sky_push_constant.position[0] = p_position.x;
sky_push_constant.position[1] = p_position.y;
sky_push_constant.position[2] = p_position.z;
- sky_push_constant.multiplier = p_multiplier;
sky_push_constant.time = p_time;
sky_push_constant.luminance_multiplier = p_luminance_multiplier;
store_transform_3x3(p_orientation, sky_push_constant.orientation);
@@ -758,7 +762,7 @@ Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, con
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16
tf.width = p_size.width;
tf.height = p_size.height;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
@@ -864,7 +868,7 @@ void SkyRD::init() {
actions.renames["COLOR"] = "color";
actions.renames["ALPHA"] = "alpha";
actions.renames["EYEDIR"] = "cube_normal";
- actions.renames["POSITION"] = "params.position_multiplier.xyz";
+ actions.renames["POSITION"] = "params.position";
actions.renames["SKY_COORDS"] = "panorama_coords";
actions.renames["SCREEN_UV"] = "uv";
actions.renames["FRAGCOORD"] = "gl_FragCoord";
@@ -1106,7 +1110,7 @@ SkyRD::~SkyRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
-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) {
+void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, 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());
@@ -1216,6 +1220,14 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
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);
+ if (p_scene_render->is_using_physical_light_units()) {
+ sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
+ }
+
+ if (p_camera_attributes.is_valid()) {
+ sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
+ }
+
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;
@@ -1228,7 +1240,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
// 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));
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
@@ -1283,24 +1295,25 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
//setup fog variables
sky_scene_state.ubo.volumetric_fog_enabled = false;
if (p_render_buffers.is_valid()) {
- if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
+ if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
+ Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
sky_scene_state.ubo.volumetric_fog_enabled = true;
- float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
+ float fog_end = fog->length;
if (fog_end > 0.0) {
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
} else {
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
- float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ float fog_detail_spread = fog->spread; //reverse lookup
if (fog_detail_spread > 0.0) {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
} else {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
}
- sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
+ sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
}
}
@@ -1347,8 +1360,6 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
ERR_FAIL_COND(!shader_data);
- 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;
@@ -1411,7 +1422,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
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);
+ _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, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1430,7 +1441,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
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);
+ _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, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1445,7 +1456,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
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);
+ _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, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1471,7 +1482,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
}
sky->processing_layer = 1;
}
-
+ sky->baked_exposure = p_luminance_multiplier;
sky->reflection.dirty = false;
} else {
@@ -1487,7 +1498,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
}
}
-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) {
+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, float p_luminance_multiplier) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
@@ -1532,7 +1543,6 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- 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
@@ -1563,7 +1573,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1576,7 +1586,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1590,7 +1600,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
+ _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1630,7 +1640,6 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- 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
@@ -1661,7 +1670,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1674,7 +1683,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
}
@@ -1724,7 +1733,6 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- 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
@@ -1755,7 +1763,7 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
- _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);
+ _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
}
void SkyRD::invalidate_sky(Sky *p_sky) {
@@ -1877,6 +1885,13 @@ RID SkyRD::sky_get_material(RID p_sky) const {
return sky->material;
}
+float SkyRD::sky_get_baked_exposure(RID p_sky) const {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND_V(!sky, 1.0);
+
+ return sky->baked_exposure;
+}
+
RID SkyRD::allocate_sky_rid() {
return sky_owner.allocate_rid();
}
diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h
index 080165c112..406479d4d3 100644
--- a/servers/rendering/renderer_rd/environment/sky.h
+++ b/servers/rendering/renderer_rd/environment/sky.h
@@ -42,6 +42,7 @@
// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
class RendererSceneRenderRD;
+class RenderSceneBuffersRD;
namespace RendererRD {
@@ -100,10 +101,9 @@ private:
float orientation[12]; // 48 - 48
float projections[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 80
float position[3]; // 12 - 92
- float multiplier; // 4 - 96
- float time; // 4 - 100
- float luminance_multiplier; // 4 - 104
- float pad[2]; // 8 - 112 // Using pad to align on 16 bytes
+ float time; // 4 - 96
+ float pad[3]; // 12 - 108
+ float luminance_multiplier; // 4 - 112
// 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
};
@@ -143,7 +143,7 @@ private:
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 Projection *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, const Vector3 &p_position, float p_luminance_multiplier);
public:
struct SkySceneState {
@@ -264,6 +264,7 @@ public:
bool dirty = false;
int processing_layer = 0;
Sky *dirty_list = nullptr;
+ float baked_exposure = 1.0;
//State to track when radiance cubemap needs updating
SkyMaterialData *prev_material = nullptr;
@@ -296,9 +297,9 @@ public:
void set_texture_format(RD::DataFormat p_texture_format);
~SkyRD();
- 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 setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, 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 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, float p_luminance_multiplier = 1.0); // 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);
@@ -306,6 +307,8 @@ public:
void update_dirty_skys();
RID sky_get_material(RID p_sky) const;
+ RID sky_get_radiance_texture_rd(RID p_sky) const;
+ float sky_get_baked_exposure(RID p_sky) const;
RID allocate_sky_rid();
void initialize_sky_rid(RID p_rid);
@@ -315,8 +318,6 @@ public:
void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
void sky_set_material(RID p_sky, RID p_material);
Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size);
-
- RID sky_get_radiance_texture_rd(RID p_sky) const;
};
} // namespace RendererRD
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 8754e90647..a0f6e69fd5 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -30,6 +30,7 @@
#include "render_forward_clustered.h"
#include "core/config/project_settings.h"
+#include "servers/rendering/renderer_rd/framebuffer_cache_rd.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"
@@ -41,286 +42,93 @@
using namespace RendererSceneRenderImplementation;
-RenderForwardClustered::RenderBufferDataForwardClustered::~RenderBufferDataForwardClustered() {
- clear();
-}
-
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;
- if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- } else {
- tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- }
+ ERR_FAIL_NULL(render_buffers);
- specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
- if (view_count == 1) {
- specular_views[0] = specular;
+ if (!render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR)) {
+ RD::DataFormat format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
+ usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
} 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);
- }
+ usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
- if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
- {
- Vector<RID> fb;
- fb.push_back(specular);
-
- specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count);
- }
-
- } else {
- tf.samples = texture_samples;
- 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());
-
- 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);
- }
- }
+ render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR, format, usage_bits);
- {
- Vector<RID> fb;
- fb.push_back(specular_msaa);
-
- specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count);
- }
+ if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
+ usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR_MSAA, format, usage_bits, texture_samples);
}
}
}
-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;
- }
+void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_normal_roughness_texture() {
+ ERR_FAIL_NULL(render_buffers);
- velocity_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-}
+ if (!render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS)) {
+ RD::DataFormat format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-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;
+ if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
+ usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
} 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;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::TextureFormat tf_aa = tf;
- 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;
+ usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
- tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
-
- voxelgi_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS, format, usage_bits);
- 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);
- fb.push_back(normal_roughness_buffer_msaa);
- fb.push_back(voxelgi_buffer_msaa);
- } else {
- fb.push_back(depth);
- fb.push_back(normal_roughness_buffer);
- fb.push_back(voxelgi_buffer);
+ if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
+ usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS_MSAA, format, usage_bits, texture_samples);
}
-
- 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();
+void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() {
+ ERR_FAIL_NULL(render_buffers);
- if (voxelgi_buffer_msaa.is_valid()) {
- RD::get_singleton()->free(voxelgi_buffer_msaa);
- voxelgi_buffer_msaa = RID();
+ if (!render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI)) {
+ RD::DataFormat format = RD::DATA_FORMAT_R8G8_UINT;
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ if (render_buffers->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED) {
+ usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
- depth_normal_roughness_voxelgi_fb = RID();
- }
-
- if (color_msaa.is_valid()) {
- RD::get_singleton()->free(color_msaa);
- color_msaa = RID();
- }
-
- if (depth_msaa.is_valid()) {
- RD::get_singleton()->free(depth_msaa);
- depth_msaa = RID();
- }
+ render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI, format, usage_bits);
- if (specular.is_valid()) {
- if (specular_msaa.is_valid()) {
- RD::get_singleton()->free(specular_msaa);
- specular_msaa = RID();
+ if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
+ usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI_MSAA, format, usage_bits, texture_samples);
}
- RD::get_singleton()->free(specular);
- specular = RID();
}
+}
- color = RID();
- color_only_fb = RID();
- depth = 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();
- }
-
- depth_normal_roughness_fb = RID();
+void RenderForwardClustered::RenderBufferDataForwardClustered::free_data() {
+ // JIC, should already have been cleared
+ if (render_buffers) {
+ render_buffers->clear_context(RB_SCOPE_FORWARD_CLUSTERED);
}
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, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) {
- clear();
-
- 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);
- }
- }
+void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RenderSceneBuffersRD *p_render_buffers) {
+ if (render_buffers) {
+ // JIC
+ free_data();
}
- 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);
- }
+ render_buffers = p_render_buffers;
+ ERR_FAIL_NULL(render_buffers);
- color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
- }
- {
- Vector<RID> fb;
- fb.push_back(depth);
+ bool msaa_3d = render_buffers->get_msaa_3d();
- 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.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;
+ if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::DataFormat format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
RD::TEXTURE_SAMPLES_1,
@@ -329,148 +137,112 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c
RD::TEXTURE_SAMPLES_8,
};
- texture_samples = ts[p_msaa];
- tf.samples = texture_samples;
+ texture_samples = ts[msaa_3d];
- color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ p_render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA, format, usage_bits, texture_samples);
- 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;
+ 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;
+ 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());
+ p_render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA, format, usage_bits, texture_samples);
+ }
+}
- 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);
- }
- }
+RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_only_fb() {
+ ERR_FAIL_NULL_V(render_buffers, RID());
- {
- Vector<RID> fb;
- fb.push_back(color_msaa);
- fb.push_back(depth_msaa);
- if (vrs.is_valid()) {
- fb.push_back(vrs);
- }
+ bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED;
- color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
- }
- {
- Vector<RID> fb;
- fb.push_back(depth_msaa);
+ RID color = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA) : render_buffers->get_internal_texture();
+ RID depth = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA) : render_buffers->get_depth_texture();
- depth_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
- }
+ if (render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE)) {
+ RID vrs_texture = render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
+
+ return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), color, depth, vrs_texture);
+ } else {
+ return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), color, depth);
}
}
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];
- }
+ ERR_FAIL_NULL_V(render_buffers, RID());
+ bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED;
- bool use_msaa = msaa != RS::VIEWPORT_MSAA_DISABLED;
-
- Vector<RID> fb;
- fb.push_back(use_msaa ? color_msaa : color);
+ int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? render_buffers->get_view_count() : 1;
+ RID color = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA) : render_buffers->get_internal_texture();
+ RID specular;
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());
+ specular = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_SPECULAR_MSAA : RB_TEX_SPECULAR);
}
+ RID velocity_buffer;
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());
+ render_buffers->ensure_velocity();
+ velocity_buffer = render_buffers->get_velocity_buffer(use_msaa);
}
- fb.push_back(use_msaa ? depth_msaa : depth);
+ RID depth = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA) : render_buffers->get_depth_texture();
- if (vrs.is_valid()) {
- fb.push_back(vrs);
- }
+ if (render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE)) {
+ RID vrs_texture = render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
- 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;
+ return FramebufferCacheRD::get_singleton()->get_cache_multiview(v_count, color, specular, velocity_buffer, depth, vrs_texture);
+ } else {
+ return FramebufferCacheRD::get_singleton()->get_cache_multiview(v_count, color, specular, velocity_buffer, depth);
+ }
}
-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");
+RID RenderForwardClustered::RenderBufferDataForwardClustered::get_depth_fb(DepthFrameBufferType p_type) {
+ ERR_FAIL_NULL_V(render_buffers, RID());
+ bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED;
- if (rb->normal_roughness_buffer.is_valid()) {
- return;
- }
+ RID depth = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA) : render_buffers->get_depth_texture();
- RD::TextureFormat tf;
- 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;
+ switch (p_type) {
+ case DEPTH_FB: {
+ return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), depth);
+ } break;
+ case DEPTH_FB_ROUGHNESS: {
+ ensure_normal_roughness_texture();
- if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- } else {
- tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- }
+ RID normal_roughness_buffer = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_ROUGHNESS_MSAA : RB_TEX_ROUGHNESS);
- rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), depth, normal_roughness_buffer);
+ } break;
+ case DEPTH_FB_ROUGHNESS_VOXELGI: {
+ ensure_normal_roughness_texture();
+ ensure_voxelgi();
- if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
- 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, 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;
- tf.samples = rb->texture_samples;
- rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RID normal_roughness_buffer = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_ROUGHNESS_MSAA : RB_TEX_ROUGHNESS);
+ RID voxelgi_buffer = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_VOXEL_GI_MSAA : RB_TEX_VOXEL_GI);
- 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, RD::INVALID_ID, rb->view_count);
+ return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), depth, normal_roughness_buffer, voxelgi_buffer);
+ } break;
+ default: {
+ ERR_FAIL_V(RID());
+ } break;
}
+}
- 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);
- }
- }
- }
+RID RenderForwardClustered::RenderBufferDataForwardClustered::get_specular_only_fb() {
+ bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED;
+
+ RID specular = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_SPECULAR_MSAA : RB_TEX_SPECULAR);
+
+ return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), specular);
}
-RendererSceneRenderRD::RenderBufferData *RenderForwardClustered::_create_render_buffer_data() {
- return memnew(RenderBufferDataForwardClustered);
+void RenderForwardClustered::setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ Ref<RenderBufferDataForwardClustered> data;
+ data.instantiate();
+ p_render_buffers->set_custom_data(RB_SCOPE_FORWARD_CLUSTERED, data);
+
+ Ref<RendererRD::GI::RenderBuffersGI> rbgi;
+ rbgi.instantiate();
+ p_render_buffers->set_custom_data(RB_SCOPE_GI, rbgi);
}
bool RenderForwardClustered::free(RID p_rid) {
@@ -801,6 +573,8 @@ 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) {
+ Ref<RenderSceneBuffersRD> rd = p_render_data->render_buffers;
+
//Projection projection = p_render_data->cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
Projection correction;
@@ -868,22 +642,23 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.volumetric_fog_enabled = false;
scene_state.ubo.fog_enabled = false;
- 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->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ if (rd.is_valid()) {
+ if (rd->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
scene_state.ubo.gi_upscale_for_msaa = true;
}
- if (render_buffers_has_volumetric_fog(p_render_data->render_buffers)) {
+ if (rd->has_custom_data(RB_SCOPE_FOG)) {
+ Ref<RendererRD::Fog::VolumetricFog> fog = rd->get_custom_data(RB_SCOPE_FOG);
+
scene_state.ubo.volumetric_fog_enabled = true;
- float fog_end = render_buffers_get_volumetric_fog_end(p_render_data->render_buffers);
+ float fog_end = fog->length;
if (fog_end > 0.0) {
scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
} else {
scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
- float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_data->render_buffers); //reverse lookup
+ float fog_detail_spread = fog->spread; //reverse lookup
if (fog_detail_spread > 0.0) {
scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
} else {
@@ -906,8 +681,9 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
- float bg_energy = environment_get_bg_energy(p_render_data->environment);
- scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
+ float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
+
+ scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier;
scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
@@ -916,9 +692,9 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
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;
- scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier;
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.use_ambient_cubemap = false;
} else {
@@ -987,13 +763,31 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.ss_effects_flags = 0;
}
+ if (p_render_data->camera_attributes.is_valid()) {
+ scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ scene_state.ubo.IBL_exposure_normalization = 1.0;
+ if (is_environment(p_render_data->environment)) {
+ RID sky_rid = environment_get_sky(p_render_data->environment);
+ if (sky_rid.is_valid()) {
+ float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment) / _render_buffers_get_luminance_multiplier();
+ scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky.sky_get_baked_exposure(sky_rid));
+ }
+ }
+ } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) {
+ // This branch is triggered when using render_material().
+ // Emissive is set outside the function, so don't set it.
+ // IBL isn't used don't set it.
+ } else {
+ scene_state.ubo.emissive_exposure_normalization = 1.0;
+ scene_state.ubo.IBL_exposure_normalization = 1.0;
+ }
+
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) {
+ if (rd.is_valid()) {
+ if (rd->get_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;
@@ -1383,7 +1177,7 @@ void RenderForwardClustered::_setup_voxelgis(const PagedArray<RID> &p_voxelgis)
}
}
-void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) {
+void RenderForwardClustered::_setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) {
scene_state.lightmaps_used = 0;
for (int i = 0; i < (int)p_lightmaps.size(); i++) {
if (i >= (int)scene_state.max_lightmaps) {
@@ -1395,6 +1189,13 @@ 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
RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ scene_state.lightmaps[i].exposure_normalization = 1.0;
+ if (p_render_data->camera_attributes.is_valid()) {
+ float baked_exposure = RendererRD::LightStorage::get_singleton()->lightmap_get_baked_exposure_normalization(lightmap);
+ float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ scene_state.lightmaps[i].exposure_normalization = enf / baked_exposure;
+ }
+
scene_state.lightmap_ids[i] = p_lightmaps[i];
scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap);
@@ -1406,9 +1207,11 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps
}
void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) {
- RenderBufferDataForwardClustered *render_buffer = nullptr;
- if (p_render_data->render_buffers.is_valid()) {
- render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers));
+ Ref<RenderSceneBuffersRD> rb;
+ Ref<RenderBufferDataForwardClustered> rb_data;
+ if (p_render_data && p_render_data->render_buffers.is_valid()) {
+ rb = p_render_data->render_buffers;
+ rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
}
static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 };
@@ -1436,11 +1239,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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;
+ if (rb.is_valid()) {
+ screen_size = rb->get_internal_size();
- if (render_buffer->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
+ if (rb->get_use_taa() || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
color_pass_flags |= COLOR_PASS_FLAG_MOTION_VECTORS;
}
@@ -1468,17 +1270,14 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
switch (depth_pass_mode) {
case PASS_MODE_DEPTH: {
- depth_framebuffer = render_buffer->depth_fb;
+ depth_framebuffer = rb_data->get_depth_fb();
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
- _allocate_normal_roughness_texture(render_buffer);
- depth_framebuffer = render_buffer->depth_normal_roughness_fb;
+ 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: {
- _allocate_normal_roughness_texture(render_buffer);
- render_buffer->ensure_voxelgi();
- depth_framebuffer = render_buffer->depth_normal_roughness_voxelgi_fb;
+ 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;
@@ -1490,8 +1289,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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;
+ color_framebuffer = rb_data->get_color_pass_fb(color_pass_flags);
+ color_only_framebuffer = rb_data->get_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;
@@ -1513,9 +1312,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
scene_state.ubo.viewport_size[0] = screen_size.x;
scene_state.ubo.viewport_size[1] = screen_size.y;
+ scene_state.ubo.emissive_exposure_normalization = -1.0;
+
RD::get_singleton()->draw_command_begin_label("Render Setup");
- _setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform);
+ _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->cam_transform);
_setup_voxelgis(*p_render_data->voxel_gi_instances);
_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);
@@ -1529,16 +1330,18 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_end_label();
- bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
+ bool using_sss = rb_data.is_valid() && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
if (using_sss && !using_separate_specular) {
using_separate_specular = true;
color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR;
- color_framebuffer = render_buffer->get_color_pass_fb(color_pass_flags);
+ color_framebuffer = rb_data->get_color_pass_fb(color_pass_flags);
}
RID radiance_texture;
bool draw_sky = false;
bool draw_sky_fog_only = false;
+ // We invert luminance_multiplier for sky so that we can combine it with exposure value.
+ float sky_energy_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
Color clear_color;
bool keep_color = false;
@@ -1547,24 +1350,30 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
} else if (is_environment(p_render_data->environment)) {
RS::EnvironmentBG bg_mode = environment_get_background(p_render_data->environment);
- float bg_energy = environment_get_bg_energy(p_render_data->environment);
+ float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
+ bg_energy_multiplier *= environment_get_bg_intensity(p_render_data->environment);
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ bg_energy_multiplier *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
+
switch (bg_mode) {
case RS::ENV_BG_CLEAR_COLOR: {
clear_color = p_default_bg_color;
- clear_color.r *= bg_energy;
- clear_color.g *= bg_energy;
- clear_color.b *= bg_energy;
- 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)) {
+ clear_color.r *= bg_energy_multiplier;
+ clear_color.g *= bg_energy_multiplier;
+ clear_color.b *= bg_energy_multiplier;
+ if ((rb.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
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: {
clear_color = environment_get_bg_color(p_render_data->environment);
- clear_color.r *= bg_energy;
- clear_color.g *= bg_energy;
- clear_color.b *= bg_energy;
- 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)) {
+ clear_color.r *= bg_energy_multiplier;
+ clear_color.g *= bg_energy_multiplier;
+ clear_color.b *= bg_energy_multiplier;
+ if ((rb.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
}
@@ -1594,11 +1403,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
projection = correction * p_render_data->cam_projection;
}
- sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this);
+
+ sky_energy_multiplier *= bg_energy_multiplier;
RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
- sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time);
+ sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, sky_energy_multiplier);
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -1614,7 +1425,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
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_get_ssao_enabled(p_render_data->environment);
+ bool using_ssao = depth_pre_pass && rb.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
@@ -1637,7 +1448,7 @@ 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, 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);
+ 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, rb_data.is_null(), 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();
@@ -1646,19 +1457,19 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_pre_resolve_render(p_render_data, using_sdfgi || using_voxelgi);
}
- if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ if (rb.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
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);
}
- 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]);
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ resolve_effects->resolve_gi(rb_data->get_depth_msaa(v), rb_data->get_normal_roughness_msaa(v), using_voxelgi ? rb_data->get_voxelgi_msaa(v) : RID(), rb->get_depth_texture(v), rb_data->get_normal_roughness(v), using_voxelgi ? rb_data->get_voxelgi(v) : RID(), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]);
}
} else if (finish_depth) {
- 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]);
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]);
}
}
RD::get_singleton()->draw_command_end_label();
@@ -1667,15 +1478,20 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
continue_depth = !finish_depth;
}
- 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);
+ RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ if (rb_data.is_valid() && rb_data->has_normal_roughness()) {
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ normal_roughness_views[v] = rb_data->get_normal_roughness(v);
+ }
+ }
+ _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, normal_roughness_views, rb_data.is_valid() && rb_data->has_voxelgi() ? rb_data->get_voxelgi() : RID());
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());
+ _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, rb.is_valid());
RENDER_TIMESTAMP("Render Opaque Pass");
@@ -1691,22 +1507,22 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
Vector<Color> c;
{
Color cc = clear_color.srgb_to_linear();
- if (using_separate_specular || render_buffer) {
+ if (using_separate_specular || rb_data.is_valid()) {
cc.a = 0; //subsurf scatter must be 0
}
c.push_back(cc);
- if (render_buffer) {
+ if (rb_data.is_valid()) {
c.push_back(Color(0, 0, 0, 0)); // Separate specular
c.push_back(Color(0, 0, 0, 0)); // Motion vectors
}
}
- 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);
+ 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, rb_data.is_null(), 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);
+ RD::get_singleton()->draw_list_begin(rb_data->get_specular_only_fb(), RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
RD::get_singleton()->draw_list_end();
}
}
@@ -1741,7 +1557,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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);
+ _debug_sdfgi_probes(rb, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth);
}
if (draw_sky || draw_sky_fog_only) {
@@ -1753,28 +1569,28 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
Projection correction;
correction.set_depth_correction(true);
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);
+ sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier);
} 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);
+ 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, sky_energy_multiplier);
}
RD::get_singleton()->draw_command_end_label();
}
- if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ if (rb.is_valid() && !can_continue_color && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
// 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]);
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v));
}
if (using_separate_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]);
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ RD::get_singleton()->texture_resolve_multisample(rb_data->get_specular_msaa(v), rb_data->get_specular(v));
}
}
}
- if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- 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 (rb.is_valid() && !can_continue_depth && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]);
}
}
@@ -1782,19 +1598,23 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (using_sss) {
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);
+ _process_sss(rb, p_render_data->cam_projection);
RD::get_singleton()->draw_command_end_label();
}
if (using_ssr) {
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);
+ RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ for (uint32_t v = 0; v < p_render_data->view_count; v++) {
+ specular_views[v] = rb_data->get_specular(v);
+ }
+ _process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED);
RD::get_singleton()->draw_command_end_label();
} else {
//just mix specular back
RENDER_TIMESTAMP("Merge Specular");
- 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);
+ copy_effects->merge_specular(color_only_framebuffer, rb_data->get_specular(), rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? RID() : rb->get_internal_texture(), RID(), p_render_data->view_count);
}
}
@@ -1818,8 +1638,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
{
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);
+ RID alpha_framebuffer = rb_data.is_valid() ? rb_data->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, rb_data.is_null(), 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);
}
@@ -1829,13 +1649,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_begin_label("Resolve");
- if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- 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 (rb.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v));
+ resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]);
}
- 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);
+ if (taa && rb->get_use_taa()) {
+ taa->msaa_resolve(rb);
}
}
@@ -1844,17 +1664,17 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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);
+ _copy_framebuffer_to_ssil(rb);
}
RD::get_singleton()->draw_command_end_label();
- if (render_buffer && render_buffer->use_taa) {
+ if (rb.is_valid() && taa && rb->get_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);
+ taa->process(rb, _render_buffers_get_color_format(), 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);
+ if (rb.is_valid()) {
+ _debug_draw_cluster(rb);
RENDER_TIMESTAMP("Tonemap");
@@ -2000,7 +1820,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
RD::get_singleton()->draw_command_end_label();
}
-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) {
+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, float p_exposure_normalization) {
RENDER_TIMESTAMP("Setup Rendering 3D Material");
RD::get_singleton()->draw_command_begin_label("Render 3D Material");
@@ -2018,6 +1838,7 @@ 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;
+ scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -2064,6 +1885,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = true;
scene_state.ubo.opaque_prepass_threshold = 0.0;
+ scene_state.ubo.emissive_exposure_normalization = -1.0;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -2119,7 +1941,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance
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<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) {
+void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) {
RENDER_TIMESTAMP("Render SDFGI");
RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel");
@@ -2131,9 +1953,6 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
_update_render_base_uniform_set();
- RenderBufferDataForwardClustered *render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers));
- ERR_FAIL_COND(!render_buffer);
-
PassMode pass_mode = PASS_MODE_SDF;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
@@ -2187,6 +2006,7 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds);
+ scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization;
_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);
@@ -2407,9 +2227,11 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
- RenderBufferDataForwardClustered *rb = nullptr;
+ Ref<RenderSceneBuffersRD> rb; // handy for not having to fully type out p_render_data->render_buffers all the time...
+ Ref<RenderBufferDataForwardClustered> rb_data;
if (p_render_data && p_render_data->render_buffers.is_valid()) {
- rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers));
+ rb = p_render_data->render_buffers;
+ rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
}
//default render buffer and scene state uniform set
@@ -2538,8 +2360,12 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
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 : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
+ RID texture;
+ if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) {
+ texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH);
+ } else {
+ texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
+ }
u.append_id(texture);
uniforms.push_back(u);
}
@@ -2547,7 +2373,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
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 bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID();
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);
@@ -2558,7 +2384,7 @@ 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 : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
+ RID texture = rb_data.is_valid() && rb_data->has_normal_roughness() ? rb_data->get_normal_roughness() : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
u.append_id(texture);
uniforms.push_back(u);
}
@@ -2567,7 +2393,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
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 aot = rb_data.is_valid() ? rb->get_ao_texture() : RID();
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);
@@ -2577,8 +2403,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
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 : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@@ -2587,8 +2412,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
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 : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@@ -2597,9 +2421,11 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 15;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID t;
- 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 {
+ if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
+ Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
+ t = sdfgi->lightprobe_texture;
+ }
+ if (t.is_null()) {
t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
}
u.append_id(t);
@@ -2609,18 +2435,27 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 16;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
- u.append_id(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers));
- } else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
+ RID t;
+ if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
+ Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
+ t = sdfgi->occlusion_texture;
}
+ if (t.is_null()) {
+ t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
+ }
+ u.append_id(t);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 17;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.append_id(rb ? render_buffers_get_voxel_gi_buffer(p_render_data->render_buffers) : render_buffers_get_default_voxel_gi_buffer());
+ RID voxel_gi;
+ if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_GI)) {
+ Ref<RendererRD::GI::RenderBuffersGI> rbgi = rb->get_custom_data(RB_SCOPE_GI);
+ voxel_gi = rbgi->get_voxel_gi_buffer();
+ }
+ u.append_id(voxel_gi.is_valid() ? voxel_gi : render_buffers_get_default_voxel_gi_buffer());
uniforms.push_back(u);
}
{
@@ -2628,8 +2463,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 18;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = RID();
- 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 (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) {
+ Ref<RendererRD::Fog::VolumetricFog> fog = rb->get_custom_data(RB_SCOPE_FOG);
+ vfog = fog->fog_map;
if (vfog.is_null()) {
vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
@@ -2643,7 +2479,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
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 ssil = rb_data.is_valid() ? rb->get_ssil_texture() : 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);
@@ -2786,16 +2622,14 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
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 = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers));
+RID RenderForwardClustered::_render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
- return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->normal_roughness_buffer : rb->normal_roughness_buffer_msaa;
+ return p_render_buffers->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? rb_data->get_normal_roughness() : rb_data->get_normal_roughness_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;
+RID RenderForwardClustered::_render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ return p_render_buffers->get_velocity_buffer(p_render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED);
}
RenderForwardClustered *RenderForwardClustered::singleton = nullptr;
@@ -3341,9 +3175,15 @@ RenderForwardClustered::RenderForwardClustered() {
_update_shader_quality_settings();
resolve_effects = memnew(RendererRD::Resolve());
+ taa = memnew(RendererRD::TAA);
}
RenderForwardClustered::~RenderForwardClustered() {
+ if (taa != nullptr) {
+ memdelete(taa);
+ taa = nullptr;
+ }
+
if (resolve_effects != nullptr) {
memdelete(resolve_effects);
resolve_effects = nullptr;
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 7e71406af8..35379cd69b 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -33,12 +33,22 @@
#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/effects/resolve.h"
+#include "servers/rendering/renderer_rd/effects/taa.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/shaders/scene_forward_clustered.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
+#define RB_SCOPE_FORWARD_CLUSTERED SNAME("forward_clustered")
+
+#define RB_TEX_SPECULAR SNAME("specular")
+#define RB_TEX_SPECULAR_MSAA SNAME("specular_msaa")
+#define RB_TEX_ROUGHNESS SNAME("normal_roughnesss")
+#define RB_TEX_ROUGHNESS_MSAA SNAME("normal_roughnesss_msaa")
+#define RB_TEX_VOXEL_GI SNAME("voxel_gi")
+#define RB_TEX_VOXEL_GI_MSAA SNAME("voxel_gi_msaa")
+
namespace RendererSceneRenderImplementation {
class RenderForwardClustered : public RendererSceneRenderRD {
@@ -81,73 +91,67 @@ class RenderForwardClustered : public RendererSceneRenderRD {
/* Framebuffer */
- struct RenderBufferDataForwardClustered : public RenderBufferData {
- //for rendering, may be MSAAd
-
- RID color;
- RID depth;
- RID specular;
- RID normal_roughness_buffer;
- RID voxelgi_buffer;
- RID velocity_buffer;
+ class RenderBufferDataForwardClustered : public RenderBufferCustomDataRD {
+ GDCLASS(RenderBufferDataForwardClustered, RenderBufferCustomDataRD)
- RS::ViewportMSAA msaa;
- RD::TextureSamples texture_samples;
- bool use_taa;
+ private:
+ RenderSceneBuffersRD *render_buffers = nullptr;
+ RD::TextureSamples texture_samples = RD::TEXTURE_SAMPLES_1;
- RID color_msaa;
- RID depth_msaa;
- RID specular_msaa;
- RID normal_roughness_buffer_msaa;
- RID voxelgi_buffer_msaa;
- RID velocity_buffer_msaa;
+ public:
+ //for rendering, may be MSAAd
- RID depth_fb;
- RID depth_normal_roughness_fb;
- RID depth_normal_roughness_voxelgi_fb;
- RID color_only_fb;
- RID specular_only_fb;
+ enum DepthFrameBufferType {
+ DEPTH_FB,
+ DEPTH_FB_ROUGHNESS,
+ DEPTH_FB_ROUGHNESS_VOXELGI
+ };
- RID vrs;
+ RID render_sdfgi_uniform_set;
- int width, height;
- HashMap<uint32_t, RID> color_framebuffers;
+ RID get_color_msaa() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA); }
+ RID get_color_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA, p_layer, 0); }
- // 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 get_depth_msaa() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA); }
+ RID get_depth_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA, p_layer, 0); }
- RID render_sdfgi_uniform_set;
void ensure_specular();
+ bool has_specular() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR); }
+ RID get_specular() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR); }
+ RID get_specular(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR, p_layer, 0); }
+ RID get_specular_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR_MSAA, p_layer, 0); }
+
+ void ensure_normal_roughness_texture();
+ bool has_normal_roughness() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS); }
+ RID get_normal_roughness() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS); }
+ RID get_normal_roughness(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS, p_layer, 0); }
+ RID get_normal_roughness_msaa() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS_MSAA); }
+ RID get_normal_roughness_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS_MSAA, p_layer, 0); }
+
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, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture);
+ bool has_voxelgi() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI); }
+ RID get_voxelgi() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI); }
+ RID get_voxelgi(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI, p_layer, 0); }
+ RID get_voxelgi_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI_MSAA, p_layer, 0); }
+
+ RID get_color_only_fb();
RID get_color_pass_fb(uint32_t p_color_pass_flags);
+ RID get_depth_fb(DepthFrameBufferType p_type = DEPTH_FB);
+ RID get_specular_only_fb();
- ~RenderBufferDataForwardClustered();
+ virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
+ virtual void free_data() override;
};
- virtual RenderBufferData *_create_render_buffer_data() override;
- void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb);
+ virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) override;
RID render_base_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;
+ virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override;
+ virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override;
bool base_uniform_set_updated = false;
void _update_render_base_uniform_set();
@@ -218,6 +222,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
struct LightmapData {
float normal_xform[12];
+ float pad[3];
+ float exposure_normalization;
};
struct LightmapCaptureData {
@@ -324,7 +330,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint32_t pancake_shadows;
float taa_jitter[2];
- uint32_t pad[2];
+ float emissive_exposure_normalization; // Needed to normalize emissive when using physical units.
+ float IBL_exposure_normalization;
};
struct PushConstant {
@@ -397,7 +404,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void _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 = false, bool p_pancake_shadows = false, int p_index = 0);
void _setup_voxelgis(const PagedArray<RID> &p_voxelgis);
- void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
+ void _setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
struct RenderElementInfo {
enum { MAX_REPEATS = (1 << 20) - 1 };
@@ -609,6 +616,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
virtual void _update_shader_quality_settings() override;
RendererRD::Resolve *resolve_effects = nullptr;
+ RendererRD::TAA *taa = nullptr;
protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
@@ -618,9 +626,9 @@ protected:
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 Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &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, float p_exposure_normalization) 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_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) 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:
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 556db086b2..0911ee595f 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
@@ -150,6 +150,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
depth_draw = DepthDraw(depth_drawi);
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
+ uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
#if 0
print_line("**compiling shader:");
@@ -158,11 +159,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
- RBMap<String, String>::Element *el = gen_code.code.front();
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
- print_line("\n**code " + el->key() + ":\n" + el->value());
-
- el = el->next();
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
@@ -396,7 +396,11 @@ void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<Prope
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ // Don't expose any of these.
continue;
}
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 fa9ebde1b2..d6b526fa4a 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
@@ -174,6 +174,7 @@ public:
bool uses_time = false;
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
+ bool uses_screen_texture_mipmaps = false;
Cull cull_mode = CULL_DISABLED;
uint64_t last_pass = 0;
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 ffd47cc163..46d90e75fb 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -69,183 +69,175 @@ void RenderForwardMobile::_map_forward_id(ForwardIDType p_type, ForwardID p_id,
/* Render buffer */
-void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
- if (color_msaa.is_valid()) {
- RD::get_singleton()->free(color_msaa);
- color_msaa = RID();
+void RenderForwardMobile::RenderBufferDataForwardMobile::free_data() {
+ // this should already be done but JIC..
+ if (render_buffers) {
+ render_buffers->clear_context(RB_SCOPE_MOBILE);
}
+}
- if (depth_msaa.is_valid()) {
- RD::get_singleton()->free(depth_msaa);
- depth_msaa = RID();
+void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RenderSceneBuffersRD *p_render_buffers) {
+ if (render_buffers) {
+ // JIC
+ free_data();
}
- color = RID();
- depth = RID();
- for (int i = 0; i < FB_CONFIG_MAX; i++) {
- color_fbs[i] = RID();
- }
-}
+ render_buffers = p_render_buffers;
+ ERR_FAIL_NULL(render_buffers); // Huh? really?
-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();
+ RS::ViewportMSAA msaa_3d = render_buffers->get_msaa_3d();
+ if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
+ // Create our MSAA textures...
- msaa = p_msaa;
- vrs = p_vrs_texture;
+ RD::DataFormat format = render_buffers->get_base_data_format();
+ uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- Size2i target_size = RD::get_singleton()->texture_size(p_target_buffer);
+ const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
+ RD::TEXTURE_SAMPLES_1,
+ RD::TEXTURE_SAMPLES_2,
+ RD::TEXTURE_SAMPLES_4,
+ RD::TEXTURE_SAMPLES_8,
+ };
- width = p_width;
- height = p_height;
- bool is_scaled = (target_size.width != p_width) || (target_size.height != p_height);
- view_count = p_view_count;
+ texture_samples = ts[msaa_3d];
- color = p_color_buffer;
- depth = p_depth_buffer;
+ render_buffers->create_texture(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA, format, usage_bits, texture_samples);
- // We are creating 4 configurations here for our framebuffers.
+ 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;
+ usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
- 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
- }
+ render_buffers->create_texture(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA, format, usage_bits, texture_samples);
+ }
+}
- // Now define our subpasses
- Vector<RD::FramebufferPass> passes;
- RD::FramebufferPass pass;
+RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(FramebufferConfigType p_config_type) {
+ ERR_FAIL_NULL_V(render_buffers, RID());
- // re-using the same attachments
- pass.color_attachments.push_back(0);
- pass.depth_attachment = 1;
- if (vrs.is_valid()) {
- pass.vrs_attachment = 2;
- }
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ ERR_FAIL_NULL_V(texture_storage, RID());
- // - opaque pass
- passes.push_back(pass);
- color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+ // We use our framebuffer cache here instead of building these in RenderBufferDataForwardMobile::configure
+ // This approach ensures we only build the framebuffers we actually need for this viewport.
+ // In the (near) future this means that if we cycle through a texture chain for our render target, we'll also support
+ // this.
- // - add sky pass
- passes.push_back(pass);
- color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+ RS::ViewportMSAA msaa_3d = render_buffers->get_msaa_3d();
+ bool use_msaa = msaa_3d != RS::VIEWPORT_MSAA_DISABLED;
- // - add alpha pass
- passes.push_back(pass);
- color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+ uint32_t view_count = render_buffers->get_view_count();
- if (!is_scaled) {
- // - add blit to 2D pass
- int target_buffer_id = fb.size();
- fb.push_back(p_target_buffer); // 2/3 - target buffer
+ RID vrs_texture;
+ if (render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE)) {
+ vrs_texture = render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
+ }
- RD::FramebufferPass blit_pass;
- blit_pass.color_attachments.push_back(target_buffer_id);
- blit_pass.input_attachments.push_back(0);
- passes.push_back(blit_pass); // this doesn't need VRS
+ Vector<RID> textures;
+ int color_buffer_id = 0;
+ textures.push_back(use_msaa ? get_color_msaa() : render_buffers->get_internal_texture()); // 0 - color buffer
+ textures.push_back(use_msaa ? get_depth_msaa() : render_buffers->get_depth_texture()); // 1 - depth buffer
+ if (vrs_texture.is_valid()) {
+ textures.push_back(vrs_texture); // 2 - vrs texture
+ }
+ if (use_msaa) {
+ color_buffer_id = textures.size();
+ textures.push_back(render_buffers->get_internal_texture()); // color buffer for resolve
- color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
- } else {
- // can't do our blit pass if resolutions don't match
- color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RID();
- }
- } else {
- RD::DataFormat color_format = RenderForwardMobile::singleton->_render_buffers_get_color_format();
+ // TODO add support for resolving depth buffer!!!
+ }
- 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 = color_format;
- tf.width = p_width;
- tf.height = p_height;
- 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;
+ // Now define our subpasses
+ Vector<RD::FramebufferPass> passes;
- const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
- RD::TEXTURE_SAMPLES_1,
- RD::TEXTURE_SAMPLES_2,
- RD::TEXTURE_SAMPLES_4,
- RD::TEXTURE_SAMPLES_8,
- };
+ // Define our base pass, we'll be re-using this
+ RD::FramebufferPass pass;
+ pass.color_attachments.push_back(0);
+ pass.depth_attachment = 1;
+ if (vrs_texture.is_valid()) {
+ pass.vrs_attachment = 2;
+ }
- texture_samples = ts[p_msaa];
- tf.samples = texture_samples;
+ switch (p_config_type) {
+ case FB_CONFIG_ONE_PASS: {
+ // just one pass
+ if (use_msaa) {
+ // Add resolve
+ pass.resolve_attachments.push_back(color_buffer_id);
+ }
+ passes.push_back(pass);
- color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
+ } break;
+ case FB_CONFIG_TWO_SUBPASSES: {
+ // - opaque pass
+ passes.push_back(pass);
- 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.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ // - add sky pass
+ if (use_msaa) {
+ // add resolve
+ pass.resolve_attachments.push_back(color_buffer_id);
+ }
+ passes.push_back(pass);
- depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
+ } break;
+ case FB_CONFIG_THREE_SUBPASSES: {
+ // - opaque pass
+ passes.push_back(pass);
- {
- 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
+ // - add sky pass
+ passes.push_back(pass);
+
+ // - add alpha pass
+ if (use_msaa) {
+ // add resolve
+ pass.resolve_attachments.push_back(color_buffer_id);
}
+ passes.push_back(pass);
- // Now define our subpasses
- Vector<RD::FramebufferPass> passes;
- RD::FramebufferPass pass;
+ return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
+ } break;
+ case FB_CONFIG_FOUR_SUBPASSES: {
+ Size2i target_size = render_buffers->get_target_size();
+ Size2i internal_size = render_buffers->get_internal_size();
- // re-using the same attachments
- pass.color_attachments.push_back(0);
- pass.depth_attachment = 1;
- if (vrs.is_valid()) {
- pass.vrs_attachment = 2;
- }
+ // can't do our blit pass if resolutions don't match
+ ERR_FAIL_COND_V(target_size != internal_size, RID());
// - opaque pass
passes.push_back(pass);
// - add sky pass
- 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(color_buffer_id);
- two_passes.push_back(pass); // sky subpass with resolve
+ passes.push_back(pass);
- color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, two_passes, RenderingDevice::INVALID_ID, view_count);
+ // - add alpha pass
+ if (use_msaa) {
+ // add resolve
+ pass.resolve_attachments.push_back(color_buffer_id);
}
-
- // - add alpha pass (with resolve, we just added that above)
passes.push_back(pass);
- color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
- {
- // we also need our one pass with resolve
- Vector<RD::FramebufferPass> one_pass_with_resolve;
- one_pass_with_resolve.push_back(pass); // note our pass configuration already has resolve..
- color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, one_pass_with_resolve, RenderingDevice::INVALID_ID, view_count);
- }
+ // - add blit to 2D pass
+ RID render_target = render_buffers->get_render_target();
+ ERR_FAIL_COND_V(render_target.is_null(), RID());
+ RID target_buffer = texture_storage->render_target_get_rd_texture(render_target);
+ ERR_FAIL_COND_V(target_buffer.is_null(), RID());
- if (!is_scaled) {
- // - add blit to 2D pass
- int target_buffer_id = fb.size();
- fb.push_back(p_target_buffer); // target buffer
- RD::FramebufferPass blit_pass;
- blit_pass.color_attachments.push_back(target_buffer_id);
- blit_pass.input_attachments.push_back(color_buffer_id);
- passes.push_back(blit_pass);
+ int target_buffer_id = textures.size();
+ textures.push_back(target_buffer); // target buffer
- color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
- } else {
- // can't do our blit pass if resolutions don't match
- color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RID();
- }
- }
- }
+ RD::FramebufferPass blit_pass;
+ blit_pass.input_attachments.push_back(color_buffer_id); // Read from our (resolved) color buffer
+ blit_pass.color_attachments.push_back(target_buffer_id); // Write into our target buffer
+ // this doesn't need VRS
+ passes.push_back(blit_pass);
+
+ return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
+ } break;
+ default:
+ break;
+ };
+
+ return RID();
}
RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
@@ -274,12 +266,11 @@ RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_
return RD::get_singleton()->framebuffer_create_multipass(fb, passes);
}
-RenderForwardMobile::RenderBufferDataForwardMobile::~RenderBufferDataForwardMobile() {
- clear();
-}
+void RenderForwardMobile::setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ Ref<RenderBufferDataForwardMobile> data;
+ data.instantiate();
-RendererSceneRenderRD::RenderBufferData *RenderForwardMobile::_create_render_buffer_data() {
- return memnew(RenderBufferDataForwardMobile);
+ p_render_buffers->set_custom_data(RB_SCOPE_MOBILE, data);
}
bool RenderForwardMobile::free(RID p_rid) {
@@ -314,9 +305,11 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
//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;
+ Ref<RenderBufferDataForwardMobile> rb_data;
+ Ref<RenderSceneBuffersRD> rb;
if (p_render_data && p_render_data->render_buffers.is_valid()) {
- rb = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers));
+ rb = p_render_data->render_buffers;
+ rb_data = rb->get_custom_data(RB_SCOPE_MOBILE);
}
// default render buffer and scene state uniform set
@@ -442,8 +435,12 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
RD::Uniform u;
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 : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
+ RID texture;
+ if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) {
+ texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH);
+ } else {
+ texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
+ }
u.append_id(texture);
uniforms.push_back(u);
}
@@ -451,7 +448,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
RD::Uniform u;
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 bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID();
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);
@@ -469,7 +466,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
return render_pass_uniform_sets[p_index];
}
-void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) {
+void RenderForwardMobile::_setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) {
// This probably needs to change...
scene_state.lightmaps_used = 0;
for (int i = 0; i < (int)p_lightmaps.size(); i++) {
@@ -482,6 +479,13 @@ 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
RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ scene_state.lightmaps[i].exposure_normalization = 1.0;
+ if (p_render_data->camera_attributes.is_valid()) {
+ float baked_exposure = RendererRD::LightStorage::get_singleton()->lightmap_get_baked_exposure_normalization(lightmap);
+ float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ scene_state.lightmaps[i].exposure_normalization = enf / baked_exposure;
+ }
+
scene_state.lightmap_ids[i] = p_lightmaps[i];
scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap);
@@ -493,9 +497,9 @@ 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;
+ Ref<RenderBufferDataForwardMobile> rb_data;
if (p_render_data->render_buffers.is_valid()) {
- render_buffer = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers));
+ rb_data = p_render_data->render_buffers->get_custom_data(RB_SCOPE_MOBILE);
}
RENDER_TIMESTAMP("Setup 3D Scene");
@@ -531,15 +535,14 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_render_data->instances->size();
}
- if (render_buffer) {
+ if (rb_data.is_valid()) {
// setup rendering to render buffer
- screen_size.x = render_buffer->width;
- screen_size.y = render_buffer->height;
+ screen_size = p_render_data->render_buffers->get_internal_size();
- if (render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES].is_null()) {
+ if (rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) {
// can't do blit subpass
using_subpass_post_process = false;
- } 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))) {
+ } 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
using_subpass_post_process = false;
}
@@ -552,13 +555,13 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (using_subpass_post_process) {
// all as subpasses
- framebuffer = render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES];
+ framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES);
} else if (using_subpass_transparent) {
// our tonemap pass is separate
- framebuffer = render_buffer->color_fbs[FB_CONFIG_THREE_SUBPASSES];
+ framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_THREE_SUBPASSES);
} else {
// only opaque and sky as subpasses
- framebuffer = render_buffer->color_fbs[FB_CONFIG_TWO_SUBPASSES];
+ framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_TWO_SUBPASSES);
}
} else if (p_render_data->reflection_probe.is_valid()) {
uint32_t resolution = reflection_probe_instance_get_resolution(p_render_data->reflection_probe);
@@ -580,10 +583,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
scene_state.ubo.viewport_size[0] = screen_size.x;
scene_state.ubo.viewport_size[1] = screen_size.y;
+ scene_state.ubo.emissive_exposure_normalization = -1.0;
RD::get_singleton()->draw_command_begin_label("Render Setup");
- _setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform);
+ _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->cam_transform);
_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);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
@@ -594,6 +598,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RID radiance_texture;
bool draw_sky = false;
bool draw_sky_fog_only = false;
+ // We invert luminance_multiplier for sky so that we can combine it with exposure value.
+ float sky_energy_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
Color clear_color = p_default_bg_color;
bool keep_color = false;
@@ -602,15 +608,21 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
} else if (is_environment(p_render_data->environment)) {
RS::EnvironmentBG bg_mode = environment_get_background(p_render_data->environment);
- float bg_energy = environment_get_bg_energy(p_render_data->environment);
+ float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
+ bg_energy_multiplier *= environment_get_bg_intensity(p_render_data->environment);
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ bg_energy_multiplier *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
+
switch (bg_mode) {
case RS::ENV_BG_CLEAR_COLOR: {
clear_color = p_default_bg_color;
- clear_color.r *= bg_energy;
- clear_color.g *= bg_energy;
- clear_color.b *= bg_energy;
+ clear_color.r *= bg_energy_multiplier;
+ clear_color.g *= bg_energy_multiplier;
+ clear_color.b *= bg_energy_multiplier;
/*
- if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) {
+ if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
}
@@ -618,11 +630,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
} break;
case RS::ENV_BG_COLOR: {
clear_color = environment_get_bg_color(p_render_data->environment);
- clear_color.r *= bg_energy;
- clear_color.g *= bg_energy;
- clear_color.b *= bg_energy;
+ clear_color.r *= bg_energy_multiplier;
+ clear_color.g *= bg_energy_multiplier;
+ clear_color.b *= bg_energy_multiplier;
/*
- if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) {
+ if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
}
@@ -653,11 +665,13 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
projection = correction * p_render_data->cam_projection;
}
- sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this);
+
+ sky_energy_multiplier *= bg_energy_multiplier;
RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
- sky.update(p_render_data->environment, 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, sky_energy_multiplier);
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -681,16 +695,16 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
Projection correction;
correction.set_depth_correction(true);
Projection projection = correction * p_render_data->cam_projection;
- sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->cam_transform, time);
+ sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier);
} else {
- sky.update_res_buffers(p_render_data->environment, 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, sky_energy_multiplier);
}
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
}
RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS];
- _pre_opaque_render(p_render_data, false, false, false, nullrids, RID(), nullrids);
+ _pre_opaque_render(p_render_data, false, false, false, nullrids, RID());
uint32_t spec_constant_base_flags = 0;
@@ -710,7 +724,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
}
{
- if (render_buffer) {
+ if (rb_data.is_valid()) {
RD::get_singleton()->draw_command_begin_label("Render 3D Pass");
} else {
RD::get_singleton()->draw_command_begin_label("Render Reflection Probe Pass");
@@ -741,8 +755,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// regular forward for now
Vector<Color> c;
c.push_back(clear_color.srgb_to_linear()); // our render buffer
- if (render_buffer) {
- if (render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ if (rb_data.is_valid()) {
+ if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
c.push_back(clear_color.srgb_to_linear()); // our resolve buffer
}
if (using_subpass_post_process) {
@@ -780,9 +794,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
Projection correction;
correction.set_depth_correction(true);
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());
+ sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier);
} else {
- 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());
+ 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, sky_energy_multiplier);
}
RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
@@ -841,8 +855,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// note if we are using MSAA we should get an automatic resolve through our subpass configuration.
// blit to tonemap
- if (render_buffer && using_subpass_post_process) {
- _post_process_subpass(render_buffer->color, framebuffer, p_render_data);
+ if (rb_data.is_valid() && using_subpass_post_process) {
+ _post_process_subpass(p_render_data->render_buffers->get_internal_texture(), framebuffer, p_render_data);
}
RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
@@ -851,7 +865,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
} else {
RENDER_TIMESTAMP("Render Transparent");
- framebuffer = render_buffer->color_fbs[FB_CONFIG_ONE_PASS];
+ framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_ONE_PASS);
// this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation
// _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);
@@ -879,7 +893,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
}
- if (render_buffer && !using_subpass_post_process) {
+ if (rb_data.is_valid() && !using_subpass_post_process) {
RD::get_singleton()->draw_command_begin_label("Post process pass");
// If we need extra effects we do this in its own pass
@@ -890,7 +904,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_end_label(); // Post process pass
}
- if (render_buffer) {
+ if (rb_data.is_valid()) {
_disable_clear_request(p_render_data);
}
}
@@ -999,7 +1013,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
/* */
-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) {
+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, float p_exposure_normalization) {
RENDER_TIMESTAMP("Setup Rendering 3D Material");
RD::get_singleton()->draw_command_begin_label("Render 3D Material");
@@ -1009,6 +1023,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = false;
scene_state.ubo.opaque_prepass_threshold = 0.0f;
+ scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization;
RenderDataRD render_data;
render_data.cam_projection = p_cam_projection;
@@ -1054,6 +1069,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *>
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = true;
+ scene_state.ubo.emissive_exposure_normalization = -1.0;
RenderDataRD render_data;
render_data.instances = &p_instances;
@@ -1112,7 +1128,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *>
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<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) {
+void RenderForwardMobile::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) {
// we don't do GI in low end..
}
@@ -1344,15 +1360,11 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
}
}
-RID RenderForwardMobile::_render_buffers_get_normal_texture(RID p_render_buffers) {
- // RenderBufferDataForwardMobile *rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffers);
-
- // We don't have this. This is for debugging
- // return rb->normal_roughness_buffer;
+RID RenderForwardMobile::_render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) {
return RID();
}
-RID RenderForwardMobile::_render_buffers_get_velocity_texture(RID p_render_buffers) {
+RID RenderForwardMobile::_render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) {
return RID();
}
@@ -1605,37 +1617,6 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
//time global variables
scene_state.ubo.time = time;
- /*
- scene_state.ubo.gi_upscale_for_msaa = false;
- scene_state.ubo.volumetric_fog_enabled = false;
- scene_state.ubo.fog_enabled = false;
-
- if (p_render_data->render_buffers.is_valid()) {
- 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;
- }
-
- if (render_buffers_has_volumetric_fog(p_render_data->render_buffers)) {
- scene_state.ubo.volumetric_fog_enabled = true;
- float fog_end = render_buffers_get_volumetric_fog_end(p_render_data->render_buffers);
- if (fog_end > 0.0) {
- scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
- } else {
- scene_state.ubo.volumetric_fog_inv_length = 1.0;
- }
-
- float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_data->render_buffers); //reverse lookup
- if (fog_detail_spread > 0.0) {
- scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
- } else {
- scene_state.ubo.volumetric_fog_detail_spread = 1.0;
- }
- }
- }
-
- */
-
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;
@@ -1650,8 +1631,9 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
- float bg_energy = environment_get_bg_energy(p_render_data->environment);
- scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
+ float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
+
+ scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier;
scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
@@ -1660,9 +1642,9 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
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;
- scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier;
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.use_ambient_cubemap = false;
} else {
@@ -1726,6 +1708,25 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.ssao_enabled = false;
}
+ if (p_render_data->camera_attributes.is_valid()) {
+ scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ scene_state.ubo.IBL_exposure_normalization = 1.0;
+ if (is_environment(p_render_data->environment)) {
+ RID sky_rid = environment_get_sky(p_render_data->environment);
+ if (sky_rid.is_valid()) {
+ float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment) / _render_buffers_get_luminance_multiplier();
+ scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky.sky_get_baked_exposure(sky_rid));
+ }
+ }
+ } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) {
+ // This branch is triggered when using render_material().
+ // Emissive is set outside the function, so don't set it.
+ // IBL isn't used don't set it.
+ } else {
+ scene_state.ubo.emissive_exposure_normalization = 1.0;
+ scene_state.ubo.IBL_exposure_normalization = 1.0;
+ }
+
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();
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 4a7112eb81..da1cd85fb3 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -37,6 +37,8 @@
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
+#define RB_SCOPE_MOBILE SNAME("mobile")
+
namespace RendererSceneRenderImplementation {
class RenderForwardMobile : public RendererSceneRenderRD {
@@ -107,43 +109,38 @@ protected:
/* Render Buffer */
- // We can have:
- // - 4 subpasses combining the full render cycle
- // - 3 subpasses + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer)
- // - 2 subpasses + 1 normal pass for transparent + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer)
- enum RenderBufferMobileFramebufferConfigType {
- FB_CONFIG_ONE_PASS, // Single pass frame buffer for alpha pass
- FB_CONFIG_TWO_SUBPASSES, // Opaque + Sky sub pass
- FB_CONFIG_THREE_SUBPASSES, // Opaque + Sky + Alpha sub pass
- FB_CONFIG_FOUR_SUBPASSES, // Opaque + Sky + Alpha sub pass + Tonemap pass
- FB_CONFIG_MAX
- };
-
- struct RenderBufferDataForwardMobile : public RenderBufferData {
- RID color;
- RID depth;
- // RID normal_roughness_buffer;
+ class RenderBufferDataForwardMobile : public RenderBufferCustomDataRD {
+ GDCLASS(RenderBufferDataForwardMobile, RenderBufferCustomDataRD);
- RS::ViewportMSAA msaa;
- RD::TextureSamples texture_samples;
-
- RID color_msaa;
- RID depth_msaa;
- // RID normal_roughness_buffer_msaa;
+ public:
+ // We can have:
+ // - 4 subpasses combining the full render cycle
+ // - 3 subpasses + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer)
+ // - 2 subpasses + 1 normal pass for transparent + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer)
+ enum FramebufferConfigType {
+ FB_CONFIG_ONE_PASS, // Single pass frame buffer for alpha pass
+ FB_CONFIG_TWO_SUBPASSES, // Opaque + Sky sub pass
+ FB_CONFIG_THREE_SUBPASSES, // Opaque + Sky + Alpha sub pass
+ FB_CONFIG_FOUR_SUBPASSES, // Opaque + Sky + Alpha sub pass + Tonemap pass
+ FB_CONFIG_MAX
+ };
- RID vrs;
+ RID get_color_msaa() const { return render_buffers->get_texture(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA); }
+ RID get_color_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA, p_layer, 0); }
- RID color_fbs[FB_CONFIG_MAX];
- int width, height;
- uint32_t view_count;
+ RID get_depth_msaa() const { return render_buffers->get_texture(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA); }
+ RID get_depth_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA, p_layer, 0); }
- 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, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture);
+ RID get_color_fbs(FramebufferConfigType p_config_type);
+ virtual void free_data() override;
+ virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
- ~RenderBufferDataForwardMobile();
+ private:
+ RenderSceneBuffersRD *render_buffers = nullptr;
+ RD::TextureSamples texture_samples = RD::TEXTURE_SAMPLES_1;
};
- virtual RenderBufferData *_create_render_buffer_data() override;
+ virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) override;
/* Rendering */
@@ -216,17 +213,17 @@ protected:
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 Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &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, float p_exposure_normalization) 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_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) 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;
+ virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override;
+ virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> 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);
@@ -235,7 +232,7 @@ protected:
static RenderForwardMobile *singleton;
void _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 = false, bool p_pancake_shadows = false, int p_index = 0);
- void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
+ void _setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
RID render_base_uniform_set;
LocalVector<RID> render_pass_uniform_sets;
@@ -244,6 +241,8 @@ protected:
struct LightmapData {
float normal_xform[12];
+ float pad[3];
+ float exposure_normalization;
};
struct LightmapCaptureData {
@@ -315,8 +314,8 @@ protected:
float reflection_multiplier;
uint32_t pancake_shadows;
- uint32_t pad1;
- uint32_t pad2;
+ float emissive_exposure_normalization; // Needed to normalize emissive when using physical units.
+ float IBL_exposure_normalization; // Adjusts for baked exposure.
uint32_t pad3;
};
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 01b54607bc..85c9e1db2a 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
@@ -158,11 +158,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
- RBMap<String, String>::Element * el = gen_code.code.front();
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
- print_line("\n**code " + el->key() + ":\n" + el->value());
-
- el = el->next();
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
@@ -353,7 +352,10 @@ void SceneShaderForwardMobile::ShaderData::get_shader_uniform_list(List<Property
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}
diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.h b/servers/rendering/renderer_rd/framebuffer_cache_rd.h
index f360e0fc6b..f50d6baa30 100644
--- a/servers/rendering/renderer_rd/framebuffer_cache_rd.h
+++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.h
@@ -200,7 +200,7 @@ public:
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_rids(h, args...);
h = hash_murmur3_one_32(0, h); // 0 passes
h = hash_fmix32(h);
@@ -228,7 +228,7 @@ public:
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_rids(h, args...);
h = hash_murmur3_one_32(0, h); // 0 passes
h = hash_fmix32(h);
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index c1b08ee4c9..7102f1f0ff 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -494,7 +494,11 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
}
//bind pipeline
- {
+ if (rect->flags & CANVAS_RECT_LCD) {
+ RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD_LCD_BLEND].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
+ RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, rect->modulate);
+ } else {
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
}
@@ -556,6 +560,8 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
push_constant.msdf[1] = rect->outline; // Outline size.
push_constant.msdf[2] = 0.f; // Reserved.
push_constant.msdf[3] = 0.f; // Reserved.
+ } else if (rect->flags & CANVAS_RECT_LCD) {
+ push_constant.flags |= FLAGS_USE_LCD;
}
push_constant.modulation[0] = rect->modulate.r * base_color.r;
@@ -1361,6 +1367,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
Item *ci = p_item_list;
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
+ bool backbuffer_gen_mipmaps = false;
Item *canvas_group_owner = nullptr;
@@ -1389,6 +1396,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (!material_screen_texture_found) {
backbuffer_copy = true;
back_buffer_rect = Rect2();
+ backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
}
}
@@ -1474,9 +1482,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
- texture_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, backbuffer_gen_mipmaps);
backbuffer_copy = false;
+ backbuffer_gen_mipmaps = false;
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
}
@@ -1591,7 +1600,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
real_t farp = p_far;
real_t aspect = 1.0;
- real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
+ real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
real_t ymin = -ymax;
real_t xmin = ymin * aspect;
real_t xmax = ymax * aspect;
@@ -1956,8 +1965,8 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve
} else {
//update existing
- RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
- RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
+ RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
+ RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
}
}
}
@@ -1980,6 +1989,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
ubo_size = 0;
uniforms.clear();
uses_screen_texture = false;
+ uses_screen_texture_mipmaps = false;
uses_sdf = false;
uses_time = false;
@@ -1990,7 +2000,6 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
ShaderCompiler::GeneratedCode gen_code;
int blend_mode = BLEND_MODE_MIX;
- uses_screen_texture = false;
ShaderCompiler::IdentifierActions actions;
actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
@@ -2015,6 +2024,8 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
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.");
+ uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+
if (version.is_null()) {
version = canvas_singleton->shader.canvas_shader.version_create();
}
@@ -2025,12 +2036,16 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
+
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
+ while (el) {
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
+ }
+
print_line("\n**uniforms:\n" + gen_code.uniforms);
- print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
- print_line("\n**vertex_code:\n" + gen_code.vertex);
- print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
- print_line("\n**fragment_code:\n" + gen_code.fragment);
- print_line("\n**light_code:\n" + gen_code.light);
+ 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
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));
@@ -2104,6 +2119,18 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
RD::PipelineColorBlendState blend_state;
blend_state.attachments.push_back(attachment);
+ RD::PipelineColorBlendState::Attachment attachment_lcd;
+ attachment_lcd.enable_blend = true;
+ attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
+ attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
+ attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
+ attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
+ attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ RD::PipelineColorBlendState blend_state_lcd;
+ blend_state_lcd.attachments.push_back(attachment_lcd);
+
//update pipelines
for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
@@ -2119,10 +2146,12 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
RD::RENDER_PRIMITIVE_LINES,
RD::RENDER_PRIMITIVE_LINESTRIPS,
RD::RENDER_PRIMITIVE_POINTS,
+ RD::RENDER_PRIMITIVE_TRIANGLES,
};
ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
- { //non lit
+ {
+ //non lit
SHADER_VARIANT_QUAD,
SHADER_VARIANT_NINEPATCH,
SHADER_VARIANT_PRIMITIVE,
@@ -2132,8 +2161,11 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES,
- SHADER_VARIANT_ATTRIBUTES_POINTS },
- { //lit
+ SHADER_VARIANT_ATTRIBUTES_POINTS,
+ SHADER_VARIANT_QUAD,
+ },
+ {
+ //lit
SHADER_VARIANT_QUAD_LIGHT,
SHADER_VARIANT_NINEPATCH_LIGHT,
SHADER_VARIANT_PRIMITIVE_LIGHT,
@@ -2143,11 +2175,17 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
- SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
+ SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
+ SHADER_VARIANT_QUAD_LIGHT,
+ },
};
RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
- pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) {
+ pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS);
+ } else {
+ pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
}
}
@@ -2175,7 +2213,11 @@ void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<Prop
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ // Don't expose any of these.
continue;
}
if (E.value.texture_order >= 0) {
@@ -2350,6 +2392,18 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
blend_state.attachments.push_back(blend_attachment);
+ RD::PipelineColorBlendState::Attachment attachment_lcd;
+ attachment_lcd.enable_blend = true;
+ attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
+ attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
+ attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
+ attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
+ attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ RD::PipelineColorBlendState blend_state_lcd;
+ blend_state_lcd.attachments.push_back(attachment_lcd);
+
for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
@@ -2363,10 +2417,12 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
RD::RENDER_PRIMITIVE_LINES,
RD::RENDER_PRIMITIVE_LINESTRIPS,
RD::RENDER_PRIMITIVE_POINTS,
+ RD::RENDER_PRIMITIVE_TRIANGLES,
};
ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
- { //non lit
+ {
+ //non lit
SHADER_VARIANT_QUAD,
SHADER_VARIANT_NINEPATCH,
SHADER_VARIANT_PRIMITIVE,
@@ -2376,8 +2432,11 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES,
- SHADER_VARIANT_ATTRIBUTES_POINTS },
- { //lit
+ SHADER_VARIANT_ATTRIBUTES_POINTS,
+ SHADER_VARIANT_QUAD,
+ },
+ {
+ //lit
SHADER_VARIANT_QUAD_LIGHT,
SHADER_VARIANT_NINEPATCH_LIGHT,
SHADER_VARIANT_PRIMITIVE_LIGHT,
@@ -2387,11 +2446,17 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
- SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
+ SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
+ SHADER_VARIANT_QUAD_LIGHT,
+ },
};
RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
- shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) {
+ shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS);
+ } else {
+ shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
}
}
}
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 5eb4cee4c6..54077a5b9a 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -85,6 +85,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27),
FLAGS_USE_MSDF = (1 << 28),
+ FLAGS_USE_LCD = (1 << 29),
};
enum {
@@ -122,6 +123,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
PIPELINE_VARIANT_ATTRIBUTE_LINES,
PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
PIPELINE_VARIANT_ATTRIBUTE_POINTS,
+ PIPELINE_VARIANT_QUAD_LCD_BLEND,
PIPELINE_VARIANT_MAX
};
enum PipelineLightMode {
@@ -174,6 +176,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_screen_texture = false;
+ bool uses_screen_texture_mipmaps = false;
bool uses_sdf = false;
bool uses_time = false;
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 967b725b9e..e7abcf5674 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -267,7 +267,7 @@ RendererCompositorRD::RendererCompositorRD() {
if (err != OK) {
ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
} else {
- shader_cache_dir = shader_cache_dir.plus_file("shader_cache");
+ shader_cache_dir = shader_cache_dir.path_join("shader_cache");
bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 13f8d1ab75..cb7c643dfb 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -37,6 +37,7 @@
#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/storage/camera_attributes_storage.h"
void get_vogel_disk(float *r_kernel, int p_sample_count) {
const float golden_angle = 2.4;
@@ -50,16 +51,21 @@ 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) {
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+void RendererSceneRenderRD::sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
+ Ref<RenderSceneBuffersRD> rb = p_render_buffers;
+ ERR_FAIL_COND(rb.is_null());
+ Ref<RendererRD::GI::SDFGI> sdfgi;
+ if (rb->has_custom_data(RB_SCOPE_SDFGI)) {
+ sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
+ }
+
bool needs_sdfgi = p_environment.is_valid() && environment_get_sdfgi_enabled(p_environment);
if (!needs_sdfgi) {
- if (rb->sdfgi != nullptr) {
- //erase it
- rb->sdfgi->erase();
- memdelete(rb->sdfgi);
- rb->sdfgi = nullptr;
+ if (sdfgi.is_valid()) {
+ // delete it
+ sdfgi.unref();
+ rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi);
}
return;
}
@@ -67,35 +73,34 @@ 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->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))) {
+ if (sdfgi.is_valid() && (sdfgi->num_cascades != environment_get_sdfgi_cascades(p_environment) || sdfgi->min_cell_size != environment_get_sdfgi_min_cell_size(p_environment) || requested_history_size != sdfgi->history_size || sdfgi->uses_occlusion != environment_get_sdfgi_use_occlusion(p_environment) || sdfgi->y_scale_mode != environment_get_sdfgi_y_scale(p_environment))) {
//configuration changed, erase
- rb->sdfgi->erase();
- memdelete(rb->sdfgi);
- rb->sdfgi = nullptr;
+ sdfgi.unref();
+ rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi);
}
- RendererRD::GI::SDFGI *sdfgi = rb->sdfgi;
- if (sdfgi == nullptr) {
+ if (sdfgi.is_null()) {
// re-create
- rb->sdfgi = gi.create_sdfgi(p_environment, p_world_position, requested_history_size);
+ sdfgi = gi.create_sdfgi(p_environment, p_world_position, requested_history_size);
+ rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi);
} else {
//check for updates
- rb->sdfgi->update(p_environment, p_world_position);
+ sdfgi->update(p_environment, p_world_position);
}
}
-int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
-
- ERR_FAIL_COND_V(rb == nullptr, 0);
+int RendererSceneRenderRD::sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const {
+ Ref<RenderSceneBuffersRD> rb = p_render_buffers;
+ ERR_FAIL_COND_V(rb.is_null(), 0);
- if (rb->sdfgi == nullptr) {
+ if (!rb->has_custom_data(RB_SCOPE_SDFGI)) {
return 0;
}
+ Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
int dirty_count = 0;
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- const RendererRD::GI::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
+ for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
+ const RendererRD::GI::SDFGI::Cascade &c = sdfgi->cascades[i];
if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) {
dirty_count++;
@@ -111,28 +116,32 @@ int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers)
return dirty_count;
}
-AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
+AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const {
AABB bounds;
Vector3i from;
Vector3i size;
- 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());
- int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
+ Ref<RenderSceneBuffersRD> rb = p_render_buffers;
+ ERR_FAIL_COND_V(rb.is_null(), AABB());
+ Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
+ ERR_FAIL_COND_V(sdfgi.is_null(), AABB());
+
+ int c = sdfgi->get_pending_region_data(p_region, from, size, bounds);
ERR_FAIL_COND_V(c == -1, AABB());
return bounds;
}
-uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
+uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const {
AABB bounds;
Vector3i from;
Vector3i size;
- 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);
- return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
+ Ref<RenderSceneBuffersRD> rb = p_render_buffers;
+ ERR_FAIL_COND_V(rb.is_null(), -1);
+ Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
+ ERR_FAIL_COND_V(sdfgi.is_null(), -1);
+
+ return sdfgi->get_pending_region_data(p_region, from, size, bounds);
}
RID RendererSceneRenderRD::sky_allocate() {
@@ -246,7 +255,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
}
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);
+ Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(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++) {
@@ -256,12 +265,12 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
}
return panorama;
} else {
- const float bg_energy = environment_get_bg_energy(p_env);
+ const float bg_energy_multiplier = environment_get_bg_energy_multiplier(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;
+ panorama_color.r *= bg_energy_multiplier;
+ panorama_color.g *= bg_energy_multiplier;
+ panorama_color.b *= bg_energy_multiplier;
if (use_ambient_light) {
panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
@@ -1083,45 +1092,6 @@ int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance
//////////////////////////////////////////////////
-RID RendererSceneRenderRD::camera_effects_allocate() {
- return camera_effects_owner.allocate_rid();
-}
-void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
- camera_effects_owner.initialize_rid(p_rid, CameraEffects());
-}
-
-void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
- dof_blur_quality = p_quality;
- dof_blur_use_jitter = p_use_jitter;
-}
-
-void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
- dof_blur_bokeh_shape = p_shape;
-}
-
-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.get_or_null(p_camera_effects);
- ERR_FAIL_COND(!camfx);
-
- camfx->dof_blur_far_enabled = p_far_enable;
- camfx->dof_blur_far_distance = p_far_distance;
- camfx->dof_blur_far_transition = p_far_transition;
-
- camfx->dof_blur_near_enabled = p_near_enable;
- camfx->dof_blur_near_distance = p_near_distance;
- camfx->dof_blur_near_transition = p_near_transition;
-
- camfx->dof_blur_amount = p_amount;
-}
-
-void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
- CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
- ERR_FAIL_COND(!camfx);
-
- camfx->override_exposure_enabled = p_enable;
- camfx->override_exposure = p_exposure;
-}
-
RID RendererSceneRenderRD::light_instance_create(RID p_light) {
RID li = light_instance_owner.make_rid(LightInstance());
@@ -1255,191 +1225,44 @@ 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, 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);
+void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> 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) {
+ ERR_FAIL_COND(p_render_buffers.is_null());
- if (!rb->sdfgi) {
+ if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
return; //nothing to debug
}
- rb->sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
-}
+ Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
-////////////////////////////////
-RID RendererSceneRenderRD::render_buffers_create() {
- RenderBuffers rb;
- rb.data = _create_render_buffer_data();
- return render_buffers_owner.make_rid(rb);
+ sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
}
-void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
- ERR_FAIL_COND(!rb->blur[0].texture.is_null());
-
- uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
-
- RD::TextureFormat tf;
- tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- 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;
- if (_render_buffers_can_be_storage()) {
- tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
- } else {
- tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- }
- 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;
- tf.height >>= 1;
- tf.mipmaps--;
- rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- 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, l, i);
-
- 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()) {
- // 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);
- }
-
- ll[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 (!_render_buffers_can_be_storage()) {
- Vector<RID> fb;
- fb.push_back(mm.texture);
-
- mm.fb = RD::get_singleton()->framebuffer_create(fb);
-
- // We can re-use the half texture here as it is an intermediate result
- }
-
- ll[1].mipmaps.push_back(mm);
- }
-
- 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->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 == 1) {
- texture = rb->blur[0].layers[0].mipmaps[0].texture;
- } else if (i == 2) {
- texture = rb->blur[1].layers[0].mipmaps[0].texture;
- } else if (i == 3) {
- texture = rb->blur[0].layers[0].mipmaps[1].texture;
- }
-
- // create weight texture
- rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- // create frame buffer
- Vector<RID> fb;
- 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);
+////////////////////////////////
+Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
+ Ref<RenderSceneBuffersRD> rb;
+ rb.instantiate();
- if (i == 1) {
- // next 2 are half size
- tf.width = MAX(1u, tf.width >> 1);
- tf.height = MAX(1u, tf.height >> 1);
- }
- }
+ rb->set_can_be_storage(_render_buffers_can_be_storage());
+ rb->set_max_cluster_elements(max_cluster_elements);
+ rb->set_base_data_format(_render_buffers_get_color_format());
+ if (ss_effects) {
+ rb->set_sseffects(ss_effects);
}
-}
-
-void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
- ERR_FAIL_COND(!rb->depth_back_texture.is_null());
-
- {
- RD::TextureFormat tf;
- if (rb->view_count > 1) {
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- }
- // We're not using this as a depth stencil, just copying our data into this. May need to look into using a different format on mobile, maybe R16?
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
-
- tf.width = rb->width;
- tf.height = rb->height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
- tf.array_layers = rb->view_count; // create a layer for every view
-
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
-
- rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ if (vrs) {
+ rb->set_vrs(vrs);
}
- if (!_render_buffers_can_be_storage()) {
- // create framebuffer so we can write into this...
-
- Vector<RID> fb;
- fb.push_back(rb->depth_back_texture);
+ setup_render_buffer_data(rb);
- rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
- }
+ return rb;
}
-void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
+void RendererSceneRenderRD::_allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb) {
ERR_FAIL_COND(!rb->luminance.current.is_null());
- int w = rb->internal_width;
- int h = rb->internal_height;
+ Size2i internal_size = rb->get_internal_size();
+ int w = internal_size.x;
+ int h = internal_size.y;
while (true) {
w = MAX(w / 8, 1);
@@ -1485,211 +1308,60 @@ 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->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();
- }
+void RendererSceneRenderRD::_process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera) {
+ ERR_FAIL_COND(p_render_buffers.is_null());
- 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()) {
- RD::get_singleton()->free(rb->depth_texture);
- rb->depth_texture = RID();
- }
-
- if (rb->depth_back_fb.is_valid()) {
- RD::get_singleton()->free(rb->depth_back_fb);
- rb->depth_back_fb = RID();
- }
-
- if (rb->depth_back_texture.is_valid()) {
- RD::get_singleton()->free(rb->depth_back_texture);
- 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 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].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].layers.clear();
-
- if (rb->blur[i].texture.is_valid()) {
- RD::get_singleton()->free(rb->blur[i].texture);
- rb->blur[i].texture = RID();
- }
- }
-
- for (int i = 0; i < rb->luminance.fb.size(); i++) {
- RD::get_singleton()->free(rb->luminance.fb[i]);
- }
- rb->luminance.fb.clear();
-
- for (int i = 0; i < rb->luminance.reduce.size(); i++) {
- RD::get_singleton()->free(rb->luminance.reduce[i]);
- }
- rb->luminance.reduce.clear();
-
- if (rb->luminance.current_fb.is_valid()) {
- RD::get_singleton()->free(rb->luminance.current_fb);
- rb->luminance.current_fb = RID();
- }
-
- if (rb->luminance.current.is_valid()) {
- RD::get_singleton()->free(rb->luminance.current);
- rb->luminance.current = RID();
- }
-
- 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();
- }
-
- ss_effects->ssao_free(rb->ss_effects.ssao);
- ss_effects->ssil_free(rb->ss_effects.ssil);
- ss_effects->ssr_free(rb->ssr);
-
- if (rb->taa.history.is_valid()) {
- RD::get_singleton()->free(rb->taa.history);
- rb->taa.history = RID();
- }
-
- if (rb->taa.temp.is_valid()) {
- RD::get_singleton()->free(rb->taa.temp);
- rb->taa.temp = RID();
- }
-
- if (rb->taa.prev_velocity.is_valid()) {
- RD::get_singleton()->free(rb->taa.prev_velocity);
- rb->taa.prev_velocity = RID();
- }
-
- rb->rbgi.free();
-}
-
-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->internal_width >= 8 && rb->internal_height >= 8;
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ bool can_use_effects = internal_size.x >= 8 && internal_size.y >= 8;
if (!can_use_effects) {
//just copy
return;
}
- if (rb->blur[0].texture.is_null()) {
- _allocate_blur_textures(rb);
- }
+ p_render_buffers->allocate_blur_textures();
- 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);
+ for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) {
+ RID internal_texture = p_render_buffers->get_internal_texture(v);
+ RID depth_texture = p_render_buffers->get_depth_texture(v);
+ ss_effects->sub_surface_scattering(p_render_buffers, internal_texture, depth_texture, p_camera, internal_size, sss_scale, sss_depth_scale, sss_quality);
+ }
}
-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) {
+void RendererSceneRenderRD::_process_ssr(Ref<RenderSceneBuffersRD> 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);
+ ERR_FAIL_COND(p_render_buffers.is_null());
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
- ERR_FAIL_COND(!rb);
-
- bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ bool can_use_effects = internal_size.x >= 8 && internal_size.y >= 8;
+ uint32_t view_count = p_render_buffers->get_view_count();
if (!can_use_effects) {
//just copy
- copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID(), rb->view_count);
+ copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), RID(), view_count);
return;
}
ERR_FAIL_COND(p_environment.is_null());
-
ERR_FAIL_COND(!environment_get_ssr_enabled(p_environment));
- 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);
+ Size2i half_size = Size2i(internal_size.x / 2, internal_size.y / 2);
+ if (p_render_buffers->ssr.output.is_null()) {
+ ss_effects->ssr_allocate_buffers(p_render_buffers->ssr, _render_buffers_get_color_format(), ssr_roughness_quality, half_size, 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;
+ for (uint32_t v = 0; v < view_count; v++) {
+ texture_slices[v] = p_render_buffers->get_internal_texture(v);
+ depth_slices[v] = p_render_buffers->get_depth_texture(v);
}
- 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);
+ ss_effects->screen_space_reflection(p_render_buffers->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), view_count, p_projections, p_eye_offsets);
+ copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), p_render_buffers->ssr.output, view_count);
}
-void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) {
+void RendererSceneRenderRD::_process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) {
ERR_FAIL_NULL(ss_effects);
-
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
- ERR_FAIL_COND(!rb);
-
+ ERR_FAIL_COND(p_render_buffers.is_null());
ERR_FAIL_COND(p_environment.is_null());
RENDER_TIMESTAMP("Process SSAO");
@@ -1708,18 +1380,15 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
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);
+ settings.full_screen_size = p_render_buffers->get_internal_size();
- 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);
+ ss_effects->ssao_allocate_buffers(p_render_buffers->ss_effects.ssao, settings, p_render_buffers->ss_effects.linear_depth);
+ ss_effects->generate_ssao(p_render_buffers->ss_effects.ssao, p_normal_buffer, p_projection, settings);
}
-void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) {
+void RendererSceneRenderRD::_process_ssil(Ref<RenderSceneBuffersRD> 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);
-
+ ERR_FAIL_COND(p_render_buffers.is_null());
ERR_FAIL_COND(p_environment.is_null());
RENDER_TIMESTAMP("Process SSIL");
@@ -1736,95 +1405,71 @@ void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environmen
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);
+ settings.full_screen_size = p_render_buffers->get_internal_size();
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();
+ Projection last_frame_projection = p_render_buffers->ss_effects.last_frame_projection * Projection(p_render_buffers->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;
+ ss_effects->ssil_allocate_buffers(p_render_buffers->ss_effects.ssil, settings, p_render_buffers->ss_effects.linear_depth);
+ ss_effects->screen_space_indirect_lighting(p_render_buffers->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings);
+ p_render_buffers->ss_effects.last_frame_projection = projection;
+ p_render_buffers->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);
+void RendererSceneRenderRD::_copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ ERR_FAIL_COND(p_render_buffers.is_null());
- 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));
+ if (p_render_buffers->ss_effects.ssil.last_frame.is_valid()) {
+ Size2i size = p_render_buffers->get_internal_size();
+ RID texture = p_render_buffers->get_internal_texture();
+ copy_effects->copy_to_rect(texture, p_render_buffers->ss_effects.ssil.last_frame, Rect2i(0, 0, size.x, size.y));
- int width = rb->width;
- int height = rb->height;
- for (int i = 0; i < rb->ss_effects.ssil.last_frame_slices.size() - 1; i++) {
+ int width = size.x;
+ int height = size.y;
+ for (int i = 0; i < p_render_buffers->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));
+ copy_effects->make_mipmap(p_render_buffers->ss_effects.ssil.last_frame_slices[i], p_render_buffers->ss_effects.ssil.last_frame_slices[i + 1], Size2i(width, height));
}
}
}
-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.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);
-
- rb->taa.history = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->taa.temp = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- tf.format = RD::DATA_FORMAT_R16G16_SFLOAT;
- rb->taa.prev_velocity = RD::get_singleton()->texture_create(tf, RD::TextureView());
- just_allocated = true;
- }
-
- 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));
- }
-
- 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.get_or_null(p_render_data->render_buffers);
- ERR_FAIL_COND(!rb);
+ Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
+ ERR_FAIL_COND(rb.is_null());
RD::get_singleton()->draw_command_begin_label("Copy screen texture");
- if (rb->blur[0].texture.is_null()) {
- _allocate_blur_textures(rb);
- }
+ rb->allocate_blur_textures();
bool can_use_storage = _render_buffers_can_be_storage();
+ Size2i size = rb->get_internal_size();
+
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ RID texture = rb->get_internal_texture(v);
+ int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0).mipmaps);
+ RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, 0);
- 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));
- }
+ copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
} 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));
+ RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
+ copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
+ }
+
+ for (int i = 1; i < mipmaps; i++) {
+ RID source = dest;
+ dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i);
+ Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i);
+
+ if (can_use_storage) {
+ copy_effects->make_mipmap(source, dest, msize);
+ } else {
+ copy_effects->make_mipmap_raster(source, dest, msize);
}
}
}
@@ -1833,23 +1478,30 @@ 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.get_or_null(p_render_data->render_buffers);
- ERR_FAIL_COND(!rb);
+ Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
+ ERR_FAIL_COND(rb.is_null());
RD::get_singleton()->draw_command_begin_label("Copy depth texture");
- if (rb->depth_back_texture.is_null()) {
- _allocate_depth_backbuffer_textures(rb);
- }
+ // note, this only creates our back depth texture if we haven't already created it.
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
- // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
+ rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
bool can_use_storage = _render_buffers_can_be_storage();
+ Size2i size = rb->get_internal_size();
+ for (uint32_t v = 0; v < p_render_data->view_count; v++) {
+ RID depth_texture = rb->get_depth_texture(v);
+ RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
- if (can_use_storage) {
- copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
- } else {
- copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
+ if (can_use_storage) {
+ copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
+ } else {
+ RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
+ copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
+ }
}
RD::get_singleton()->draw_command_end_label();
@@ -1857,40 +1509,44 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
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);
- // Glow and override exposure (if enabled).
- CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
+ Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
+ ERR_FAIL_COND(rb.is_null());
+
+ // Glow, auto exposure and DoF (if enabled).
+
+ Size2i internal_size = rb->get_internal_size();
+ Size2i target_size = rb->get_target_size();
- bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+ bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...
bool can_use_storage = _render_buffers_can_be_storage();
- if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
+ RID render_target = rb->get_render_target();
+ RID internal_texture = rb->get_internal_texture();
+
+ if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
RENDER_TIMESTAMP("Depth of Field");
RD::get_singleton()->draw_command_begin_label("DOF");
- if (rb->blur[0].texture.is_null()) {
- _allocate_blur_textures(rb);
- }
+
+ rb->allocate_blur_textures();
RendererRD::BokehDOF::BokehBuffers buffers;
// 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;
+ buffers.base_texture_size = rb->get_internal_size();
+ buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
+ buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
+ buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
- float bokeh_size = camfx->dof_blur_amount * 64.0;
if (can_use_storage) {
- 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;
+ for (uint32_t i = 0; i < rb->get_view_count(); i++) {
+ buffers.base_texture = rb->get_internal_texture(i);
+ buffers.depth_texture = rb->get_depth_texture(i);
// 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);
+ bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal);
};
} else {
// Set framebuffers.
@@ -1905,35 +1561,40 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
// 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;
+ for (uint32_t i = 0; i < rb->get_view_count(); i++) {
+ buffers.base_texture = rb->get_internal_texture(i);
+ buffers.depth_texture = rb->get_depth_texture(i);
+ buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
// 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);
+ bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal);
}
}
RD::get_singleton()->draw_command_end_label();
}
- if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) {
+ float auto_exposure_scale = 1.0;
+
+ if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
RENDER_TIMESTAMP("Auto exposure");
+
RD::get_singleton()->draw_command_begin_label("Auto exposure");
if (rb->luminance.current.is_null()) {
_allocate_luminance_textures(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);
- 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 = environment_get_auto_exp_speed(p_render_data->environment) * time_step;
+ 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(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);
+ 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(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);
+ 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);
}
// Swap final reduce with prev luminance.
SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
@@ -1941,6 +1602,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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);
+
RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
RD::get_singleton()->draw_command_end_label();
}
@@ -1951,16 +1614,13 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RENDER_TIMESTAMP("Glow");
RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
- /* see that blur textures are allocated */
-
- if (rb->blur[1].texture.is_null()) {
- _allocate_blur_textures(rb);
- }
+ rb->allocate_blur_textures();
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
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;
+ int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
+ if (i >= mipmaps) {
+ max_glow_level = mipmaps - 1;
} else {
max_glow_level = i;
}
@@ -1968,26 +1628,32 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
}
float luminance_multiplier = _render_buffers_get_luminance_multiplier();
- for (uint32_t l = 0; l < rb->view_count; l++) {
+ for (uint32_t l = 0; l < rb->get_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;
+ Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
if (i == 0) {
RID luminance_texture;
- if (environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) {
+ if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
luminance_texture = rb->luminance.current;
}
+ RID source = rb->get_internal_texture(l);
+ RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
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));
+ copy_effects->gaussian_glow(source, dest, vp_size, 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, auto_exposure_scale);
} 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));
+ RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
+ copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, 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, auto_exposure_scale);
}
} else {
+ RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
+ RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
+
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);
+ copy_effects->gaussian_glow(source, dest, vp_size, 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);
+ RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
+ copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality);
}
}
}
@@ -2002,10 +1668,10 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RendererRD::ToneMapper::TonemapSettings tonemap;
- if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) {
+ if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
tonemap.use_auto_exposure = true;
tonemap.exposure_texture = rb->luminance.current;
- tonemap.auto_exposure_grey = environment_get_auto_exp_scale(p_render_data->environment);
+ tonemap.auto_exposure_scale = auto_exposure_scale;
} else {
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
}
@@ -2017,10 +1683,12 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
}
- 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;
+
+ Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
+ tonemap.glow_texture_size.x = msize.width;
+ tonemap.glow_texture_size.y = msize.height;
tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
- tonemap.glow_texture = rb->blur[1].texture;
+ tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
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));
@@ -2034,12 +1702,12 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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) {
+ if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
tonemap.use_fxaa = true;
}
- tonemap.use_debanding = rb->use_debanding;
- tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height);
+ tonemap.use_debanding = rb->get_use_debanding();
+ tonemap.texture_size = Vector2i(rb->get_internal_size().x, rb->get_internal_size().y);
if (p_render_data->environment.is_valid()) {
tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
@@ -2047,10 +1715,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.exposure = environment_get_exposure(p_render_data->environment);
}
- 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 = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
@@ -2068,35 +1732,56 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
}
tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
- tonemap.view_count = p_render_data->view_count;
+ 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 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);
+ dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
+ } else {
+ // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
+ // Target size in this case is lying as we never get our real target size communicated.
+ // Bit nasty but...
+ dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
+ }
- tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
+ tone_mapper->tonemapper(internal_texture, dest_fb, tonemap);
RD::get_singleton()->draw_command_end_label();
}
- if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
+ 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.
+
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);
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
+ RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
+
+ fsr->fsr_upscale(rb, source_texture, dest_texture);
+ }
RD::get_singleton()->draw_command_end_label();
}
- texture_storage->render_target_disable_clear_request(rb->render_target);
+ texture_storage->render_target_disable_clear_request(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.get_or_null(p_render_data->render_buffers);
- ERR_FAIL_COND(!rb);
-
- // Override exposure (if enabled).
- CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
+ Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
+ ERR_FAIL_COND(rb.is_null());
- bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+ // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
+ // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
+ Size2i target_size = rb->get_target_size();
+ bool can_use_effects = target_size.x >= 8 && target_size.y >= 8;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
@@ -2108,18 +1793,15 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
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 && 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 && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) {
- ERR_FAIL_MSG("Glow is not supported when using subpasses.");
+
+ if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
+ ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
}
tonemap.use_glow = false;
@@ -2144,11 +1826,11 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
}
}
- tonemap.use_debanding = rb->use_debanding;
- tonemap.texture_size = Vector2i(rb->width, rb->height);
+ tonemap.use_debanding = rb->get_use_debanding();
+ tonemap.texture_size = Vector2i(target_size.x, target_size.y);
tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
- tonemap.view_count = p_render_data->view_count;
+ tonemap.view_count = rb->get_view_count();
tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
@@ -2156,18 +1838,18 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
}
void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
- ERR_FAIL_COND(!rb);
+ ERR_FAIL_COND(p_render_data->render_buffers.is_null());
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
- texture_storage->render_target_disable_clear_request(rb->render_target);
+ texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
}
-void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
+void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
- ERR_FAIL_COND(!rb);
+ ERR_FAIL_COND(p_render_buffers.is_null());
+
+ RID render_target = p_render_buffers->get_render_target();
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
if (p_shadow_atlas.is_valid()) {
@@ -2177,17 +1859,17 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
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);
+ Size2 rtsize = texture_storage->render_target_get_size(render_target);
+ copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(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 = texture_storage->render_target_get_size(rb->render_target);
+ Size2 rtsize = texture_storage->render_target_get_size(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);
+ copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
@@ -2195,247 +1877,59 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
if (decal_atlas.is_valid()) {
- Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
+ Size2 rtsize = texture_storage->render_target_get_size(render_target);
- 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);
+ copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(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 = texture_storage->render_target_get_size(rb->render_target);
+ if (p_render_buffers->luminance.current.is_valid()) {
+ Size2 rtsize = texture_storage->render_target_get_size(render_target);
- 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);
+ 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);
}
}
- 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_SSAO && p_render_buffers->ss_effects.ssao.ao_final.is_valid()) {
+ Size2 rtsize = texture_storage->render_target_get_size(render_target);
+ copy_effects->copy_to_fb_rect(p_render_buffers->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(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_SSIL && p_render_buffers->ss_effects.ssil.ssil_final.is_valid()) {
+ Size2 rtsize = texture_storage->render_target_get_size(render_target);
+ copy_effects->copy_to_fb_rect(p_render_buffers->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(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 = 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);
+ Size2 rtsize = texture_storage->render_target_get_size(render_target);
+ copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
}
- 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_GI_BUFFER && p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) {
+ Size2 rtsize = texture_storage->render_target_get_size(render_target);
+ RID ambient_texture = p_render_buffers->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT);
+ RID reflection_texture = p_render_buffers->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION);
+ copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, p_render_buffers->get_view_count() > 1);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
if (p_occlusion_buffer.is_valid()) {
- 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);
+ Size2 rtsize = texture_storage->render_target_get_size(render_target);
+ copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
}
}
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);
+ Size2 rtsize = texture_storage->render_target_get_size(render_target);
+ copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
}
}
-RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID 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
- }
- return rb->blur[0].texture;
-}
-
-RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID 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
- }
- 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.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->ss_effects.ssil.ssil_final;
-}
-
-RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
- 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->rbgi.voxel_gi_buffer;
-}
-
RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
return gi.default_voxel_gi_buffer;
}
-RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
-
- return rb->rbgi.ambient_buffer;
-}
-RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
- 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.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.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.get_or_null(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
- ERR_FAIL_COND_V(!rb->sdfgi, RID());
-
- return rb->sdfgi->lightprobe_texture;
-}
-
-Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
- 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());
-
- return Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[p_cascade].position)) * rb->sdfgi->cascades[p_cascade].cell_size;
-}
-
-Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
- 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 / 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.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.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);
-
- 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.get_or_null(p_render_buffers);
- ERR_FAIL_COND_V(!rb, 0);
- ERR_FAIL_COND_V(!rb->sdfgi, 0);
-
- return rb->sdfgi->probe_axis_count;
-}
-
-uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
- 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->cascade_size;
-}
-
-bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
- 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);
-
- return rb->sdfgi->uses_occlusion;
-}
-
-float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
- 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.get_or_null(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
- ERR_FAIL_COND_V(!rb->sdfgi, RID());
-
- return rb->sdfgi->occlusion_texture;
-}
-
-bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
- 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.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.get_or_null(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
-
- if (!rb->volumetric_fog) {
- return RID();
- }
-
- return rb->volumetric_fog->sky_uniform_set;
-}
-
-float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID 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.get_or_null(p_render_buffers);
- ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
- return rb->volumetric_fog->spread;
-}
-
float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
return 1.0;
}
@@ -2448,145 +1942,6 @@ bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
return true;
}
-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");
-
- if (!_render_buffers_can_be_storage()) {
- p_internal_height = p_height;
- p_internal_width = p_width;
- }
-
- const float texture_mipmap_bias = -log2f(p_width / p_internal_width) + p_texture_mipmap_bias;
- material_storage->sampler_rd_configure_custom(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;
-
- if (is_clustered_enabled()) {
- if (rb->cluster_builder == nullptr) {
- rb->cluster_builder = memnew(ClusterBuilderRD);
- }
- rb->cluster_builder->set_shared(&cluster_builder_shared);
- }
-
- _free_render_buffer_data(rb);
-
- {
- RD::TextureFormat tf;
- if (rb->view_count > 1) {
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- }
- tf.format = _render_buffers_get_color_format();
- 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) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- }
- tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
-
- 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;
- }
- }
-
- {
- RD::TextureFormat tf;
- if (rb->view_count > 1) {
- 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::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->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
-
- if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- } else {
- tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
- }
-
- 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->internal_texture);
-
- 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 = 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(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);
- }
-}
-
void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
gi.half_resolution = p_enable;
}
@@ -2721,13 +2076,7 @@ bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
return sky.sky_use_cubemap_array;
}
-RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID 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) {
+void RendererSceneRenderRD::_setup_reflections(RenderDataRD *p_render_data, 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;
@@ -2784,6 +2133,12 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe);
reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe);
+ reflection_ubo.exposure_normalization = 1.0;
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ float exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ reflection_ubo.exposure_normalization = exposure / light_storage->reflection_probe_get_baked_exposure(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);
@@ -2807,7 +2162,7 @@ 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) {
+void RendererSceneRenderRD::_setup_lights(RenderDataRD *p_render_data, const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
@@ -2851,7 +2206,17 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
float sign = light_storage->light_is_negative(base) ? -1 : 1;
- light_data.energy = sign * light_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);
+
+ if (is_using_physical_light_units()) {
+ light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
+ } else {
+ light_data.energy *= Math_PI;
+ }
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
light_data.color[0] = linear_col.r;
@@ -2859,24 +2224,27 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.color[2] = linear_col.b;
light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
+ light_data.volumetric_fog_energy = light_storage->light_get_param(base, RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY);
light_data.mask = light_storage->light_get_cull_mask(base);
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
+ light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
}
- 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;
+ 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 = 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));
+ angular_diameter = Math::tan(Math::deg_to_rad(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.
@@ -2938,7 +2306,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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 / light_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.softshadow_angle = angular_diameter;
@@ -3062,12 +2429,32 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
- float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
+ float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * fade;
+
+ if (is_using_physical_light_units()) {
+ energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
+
+ // Convert from Luminous Power to Luminous Intensity
+ if (type == RS::LIGHT_OMNI) {
+ energy *= 1.0 / (Math_PI * 4.0);
+ } else {
+ // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
+ // We make this assumption to keep them easy to control.
+ energy *= 1.0 / Math_PI;
+ }
+ } else {
+ energy *= Math_PI;
+ }
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
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 = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
+ light_data.volumetric_fog_energy = light_storage->light_get_param(base, RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY);
light_data.bake_mode = light_storage->light_get_bake_mode(base);
float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
@@ -3091,7 +2478,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle));
light_data.mask = light_storage->light_get_cull_mask(base);
@@ -3123,7 +2510,11 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.projector_rect[3] = 0;
}
- const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self);
+ const bool needs_shadow =
+ shadow_atlas &&
+ shadow_atlas->shadow_owners.has(li->self) &&
+ p_using_shadows &&
+ light_storage->light_has_shadow(base);
bool in_shadow_range = true;
if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
@@ -3158,7 +2549,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.atlas_rect[3] = rect.size.height;
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();
@@ -3188,7 +2578,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// 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));
+ float half_np = cm.get_z_near() * Math::tan(Math::deg_to_rad(spot_angle));
light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
} else {
light_data.soft_shadow_size = 0.0;
@@ -3398,20 +2788,29 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
////////////////////////////////////////////////////////////////////////////////
// FOG SHADER
-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) {
+void RendererSceneRenderRD::_update_volumetric_fog(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
- ERR_FAIL_COND(!rb);
+ ERR_FAIL_COND(p_render_buffers.is_null());
+
+ // These should be available for our clustered renderer, at some point _update_volumetric_fog should be called by the renderer implemetentation itself
+ ERR_FAIL_COND(!p_render_buffers->has_custom_data(RB_SCOPE_GI));
+ Ref<RendererRD::GI::RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI);
- float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
+ Ref<RendererRD::GI::SDFGI> sdfgi;
+ if (p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
+ sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
+ }
+
+ Size2i size = p_render_buffers->get_internal_size();
+ float ratio = float(size.x) / float((size.x + size.y) / 2);
uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
- if (rb->volumetric_fog) {
+ if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
+ Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
//validate
- 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 (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment) || fog->width != target_width || fog->height != target_height || fog->depth != volumetric_fog_depth) {
+ p_render_buffers->set_custom_data(RB_SCOPE_FOG, Ref<RenderBufferCustomDataRD>());
}
}
@@ -3420,14 +2819,21 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
return;
}
- if (p_environment.is_valid() && environment_get_volumetric_fog_enabled(p_environment) && !rb->volumetric_fog) {
+ if (p_environment.is_valid() && environment_get_volumetric_fog_enabled(p_environment) && !p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
//required volumetric fog but not existing, create
- rb->volumetric_fog = memnew(RendererRD::Fog::VolumetricFog(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd));
+ Ref<RendererRD::Fog::VolumetricFog> fog;
+
+ fog.instantiate();
+ fog->init(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd);
+
+ p_render_buffers->set_custom_data(RB_SCOPE_FOG, fog);
}
- if (rb->volumetric_fog) {
+ if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
+ Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
+
RendererRD::Fog::VolumetricFogSettings settings;
- settings.rb_size = Vector2i(rb->width, rb->height);
+ settings.rb_size = size;
settings.time = time;
settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
settings.max_cluster_elements = max_cluster_elements;
@@ -3436,16 +2842,16 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
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.voxel_gi_buffer = rbgi->get_voxel_gi_buffer();
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.vfog = fog;
+ settings.cluster_builder = p_render_buffers->cluster_builder;
+ settings.rbgi = rbgi;
+ settings.sdfgi = sdfgi;
settings.env = p_environment;
settings.sky = &sky;
settings.gi = &gi;
@@ -3456,8 +2862,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
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.get_or_null(p_render_data->render_buffers);
- if (rb->sdfgi != nullptr) {
+ if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
return true;
}
}
@@ -3465,16 +2870,13 @@ 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.get_or_null(p_render_data->render_buffers);
- ERR_FAIL_COND(rb == nullptr);
- if (rb->sdfgi == nullptr) {
- return;
- }
-
- rb->sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
+ if (p_render_data->render_buffers.is_valid() && p_use_gi) {
+ if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
+ return;
}
+
+ Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
+ sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
}
}
@@ -3486,16 +2888,13 @@ 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_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices) {
+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) {
// 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.get_or_null(p_render_data->render_buffers);
- ERR_FAIL_COND(rb == nullptr);
- if (rb->sdfgi != nullptr) {
- rb->sdfgi->store_probes();
- }
+ if (p_render_data->render_buffers.is_valid() && p_use_gi && p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
+ Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
+ sdfgi->store_probes();
}
render_state.cube_shadows.clear();
@@ -3561,7 +2960,7 @@ 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_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);
+ gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, 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);
}
//Do shadow rendering (in parallel with GI)
@@ -3575,16 +2974,17 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
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);
+ Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
+ ERR_FAIL_COND(rb.is_null());
+ Size2i size = rb->get_internal_size();
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.width = (size.x + 1) / 2;
+ tf.height = (size.y + 1) / 2;
tf.mipmaps = 5;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
@@ -3598,7 +2998,8 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
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);
+ RID depth_texture = rb->get_depth_texture();
+ ss_effects->downsample_depth(depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, size, p_render_data->cam_projection);
}
if (p_use_ssao) {
@@ -3627,12 +3028,12 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
} else {
//do not render reflections when rendering a reflection probe
- _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
+ _setup_reflections(p_render_data, *p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
}
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
- _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
+ _setup_lights(p_render_data, *p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
_setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
p_render_data->directional_light_count = directional_light_count;
@@ -3655,20 +3056,20 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
}
-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) {
+void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, 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;
+ Ref<RenderSceneBuffersRD> rb;
if (p_render_buffers.is_valid()) {
- rb = render_buffers_owner.get_or_null(p_render_buffers);
- ERR_FAIL_COND(!rb);
+ rb = p_render_buffers; // cast it...
+ ERR_FAIL_COND(rb.is_null());
}
//assign render data
RenderDataRD render_data;
{
- render_data.render_buffers = p_render_buffers;
+ render_data.render_buffers = rb;
// Our first camera is used by default
render_data.cam_transform = p_camera_data->main_transform;
@@ -3701,7 +3102,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
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.camera_attributes = p_camera_attributes;
render_data.shadow_atlas = p_shadow_atlas;
render_data.reflection_atlas = p_reflection_atlas;
render_data.reflection_probe = p_reflection_probe;
@@ -3734,18 +3135,24 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
}
//sdfgi first
- if (rb != nullptr && rb->sdfgi != nullptr) {
+ if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
+ Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
+ float exposure_normalization = 1.0;
+
+ if (p_camera_attributes.is_valid()) {
+ exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
+ }
for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
- rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
+ sdfgi->render_region(rb, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this, exposure_normalization);
}
if (render_state.sdfgi_update_data->update_static) {
- rb->sdfgi->render_static_lights(p_render_buffers, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this);
+ sdfgi->render_static_lights(&render_data, rb, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this);
}
}
Color clear_color;
if (p_render_buffers.is_valid()) {
- clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
+ clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
} else {
clear_color = RSG::texture_storage->get_default_clear_color();
}
@@ -3753,14 +3160,11 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
//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++) {
- 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;
- }
+ gi.voxel_gi_instance_set_render_index(p_voxel_gi_instances[i], i);
}
}
- if (render_buffers_owner.owns(render_data.render_buffers)) {
+ if (rb.is_valid()) {
// 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)) {
@@ -3772,6 +3176,9 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
} else {
current_cluster_builder = ra->cluster_builder;
}
+ if (p_camera_attributes.is_valid()) {
+ RendererRD::LightStorage::get_singleton()->reflection_probe_set_baked_exposure(rpi->probe, RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes));
+ }
} else {
ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
current_cluster_builder = nullptr;
@@ -3779,14 +3186,17 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
render_state.voxel_gi_count = 0;
- if (rb != nullptr && is_dynamic_gi_supported()) {
- if (rb->sdfgi) {
- rb->sdfgi->update_cascades();
- rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
- rb->sdfgi->update_light();
+ if (rb.is_valid() && is_dynamic_gi_supported()) {
+ if (rb->has_custom_data(RB_SCOPE_SDFGI)) {
+ Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
+ if (sdfgi.is_valid()) {
+ sdfgi->update_cascades();
+ sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
+ sdfgi->update_light();
+ }
}
- gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
+ gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
}
render_state.depth_prepass_used = false;
@@ -3797,33 +3207,51 @@ 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);
+ if (rb.is_valid() && vrs) {
+ RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->get_render_target());
+ if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
+ RID vrs_texture = rb->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
+
+ // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
+ // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
+ // so it needs to be set as our color attachment
+
+ Vector<RID> textures;
+ textures.push_back(vrs_texture);
+
+ Vector<RD::FramebufferPass> passes;
+ RD::FramebufferPass pass;
+ pass.color_attachments.push_back(0);
+ passes.push_back(pass);
+
+ RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, rb->get_view_count());
+
+ vrs->update_vrs_texture(vrs_fb, rb->get_render_target());
+ }
}
_render_scene(&render_data, clear_color);
- if (p_render_buffers.is_valid()) {
- /*
- _debug_draw_cluster(p_render_buffers);
- _render_buffers_post_process_and_tonemap(&render_data);
- */
+ if (rb.is_valid()) {
+ _render_buffers_debug_draw(rb, p_shadow_atlas, p_occluder_debug_tex);
- _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) {
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb->has_custom_data(RB_SCOPE_SDFGI)) {
+ Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
Vector<RID> view_rids;
- for (int v = 0; v < rb->views.size(); v++) {
- view_rids.push_back(rb->views[v].view_texture);
+ // SDFGI renders at internal resolution, need to check if our debug correctly supports outputting upscaled.
+ Size2i size = rb->get_internal_size();
+ RID source_texture = rb->get_internal_texture();
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ view_rids.push_back(rb->get_internal_texture(v));
}
- 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);
+ sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, size.x, size.y, rb->get_render_target(), source_texture, view_rids);
}
}
}
-void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
+void RendererSceneRenderRD::_debug_draw_cluster(Ref<RenderSceneBuffersRD> p_render_buffers) {
if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
RS::ViewportDebugDraw dd = get_debug_draw_mode();
@@ -4023,7 +3451,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
}
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);
+ _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
}
void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
@@ -4046,28 +3474,10 @@ void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider,
}
bool RendererSceneRenderRD::free(RID p_rid) {
- if (render_buffers_owner.owns(p_rid)) {
- RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
- _free_render_buffer_data(rb);
- memdelete(rb->data);
- if (rb->sdfgi) {
- rb->sdfgi->erase();
- memdelete(rb->sdfgi);
- rb->sdfgi = nullptr;
- }
- if (rb->volumetric_fog) {
- memdelete(rb->volumetric_fog);
- rb->volumetric_fog = nullptr;
- }
- if (rb->cluster_builder) {
- memdelete(rb->cluster_builder);
- }
- render_buffers_owner.free(p_rid);
- } else if (is_environment(p_rid)) {
+ 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 (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
+ RSG::camera_attributes->camera_attributes_free(p_rid);
} else if (reflection_atlas_owner.owns(p_rid)) {
reflection_atlas_set_size(p_rid, 0, 0);
ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
@@ -4317,8 +3727,8 @@ RendererSceneRenderRD::RendererSceneRenderRD() {
void RendererSceneRenderRD::init() {
max_cluster_elements = get_max_elements();
- directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
- directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
+ directional_shadow.size = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/size");
+ directional_shadow.use_16_bits = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/16_bits");
/* SKY SHADER */
@@ -4377,8 +3787,10 @@ void RendererSceneRenderRD::init() {
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
- camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
- camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
+ RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
+ RSG::camera_attributes->camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
+ use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
+
environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
@@ -4396,8 +3808,8 @@ void RendererSceneRenderRD::init() {
directional_soft_shadow_kernel = memnew_arr(float, 128);
penumbra_shadow_kernel = memnew_arr(float, 128);
soft_shadow_kernel = memnew_arr(float, 128);
- 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"))));
+ positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
+ directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_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"));
@@ -4413,6 +3825,7 @@ void RendererSceneRenderRD::init() {
tone_mapper = memnew(RendererRD::ToneMapper);
vrs = memnew(RendererRD::VRS);
if (can_use_storage) {
+ fsr = memnew(RendererRD::FSR);
ss_effects = memnew(RendererRD::SSEffects);
}
}
@@ -4430,6 +3843,9 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
if (vrs) {
memdelete(vrs);
}
+ if (fsr) {
+ memdelete(fsr);
+ }
if (ss_effects) {
memdelete(ss_effects);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 22e9ead243..396faf8108 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -37,18 +37,21 @@
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
+#include "servers/rendering/renderer_rd/effects/fsr.h"
#include "servers/rendering/renderer_rd/effects/ss_effects.h"
#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
#include "servers/rendering/renderer_rd/effects/vrs.h"
#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/environment/gi.h"
#include "servers/rendering/renderer_rd/environment/sky.h"
+#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
struct RenderDataRD {
- RID render_buffers;
+ Ref<RenderSceneBuffersRD> render_buffers;
Transform3D cam_transform;
Projection cam_projection;
@@ -76,7 +79,7 @@ struct RenderDataRD {
const PagedArray<RID> *lightmaps = nullptr;
const PagedArray<RID> *fog_volumes = nullptr;
RID environment;
- RID camera_effects;
+ RID camera_attributes;
RID shadow_atlas;
RID reflection_atlas;
RID reflection_probe;
@@ -104,19 +107,16 @@ protected:
RendererRD::BokehDOF *bokeh_dof = nullptr;
RendererRD::CopyEffects *copy_effects = nullptr;
RendererRD::ToneMapper *tone_mapper = nullptr;
+ RendererRD::FSR *fsr = nullptr;
RendererRD::VRS *vrs = nullptr;
double time = 0.0;
double time_step = 0.0;
- struct RenderBufferData {
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) = 0;
- virtual ~RenderBufferData() {}
- };
- virtual RenderBufferData *_create_render_buffer_data() = 0;
+ virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
- void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
+ void _setup_lights(RenderDataRD *p_render_data, const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
- void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
+ void _setup_reflections(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
@@ -125,33 +125,30 @@ protected:
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 Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 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, float p_exposure_normalization) = 0;
virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
+ virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0;
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
- void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
- void _debug_draw_cluster(RID p_render_buffers);
-
- RenderBufferData *render_buffers_get_data(RID p_render_buffers);
+ void _debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
+ void _debug_draw_cluster(Ref<RenderSceneBuffersRD> p_render_buffers);
virtual void _base_uniforms_changed() = 0;
- virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
- virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) = 0;
+ virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
+ virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
- void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
- void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
- void _process_sss(RID p_render_buffers, const Projection &p_camera);
- void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
+ void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
+ void _process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
+ void _process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera);
+ void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
- void _copy_framebuffer_to_ssil(RID p_render_buffers);
- void _process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far);
+ void _copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers);
bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
- void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices);
+ void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer);
void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
@@ -418,157 +415,28 @@ private:
bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
- /* CAMERA EFFECTS */
-
- struct CameraEffects {
- bool dof_blur_far_enabled = false;
- float dof_blur_far_distance = 10;
- float dof_blur_far_transition = 5;
-
- bool dof_blur_near_enabled = false;
- float dof_blur_near_distance = 2;
- float dof_blur_near_transition = 1;
-
- float dof_blur_amount = 0.1;
-
- bool override_exposure_enabled = false;
- float override_exposure = 1;
- };
-
- RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
- RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
- bool dof_blur_use_jitter = false;
RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
float sss_scale = 0.05;
float sss_depth_scale = 0.01;
- mutable RID_Owner<CameraEffects, true> camera_effects_owner;
+ bool use_physical_light_units = false;
- /* RENDER BUFFERS */
+ /* Cluster builder */
ClusterBuilderSharedDataRD cluster_builder_shared;
ClusterBuilderRD *current_cluster_builder = nullptr;
- struct RenderBuffers {
- RenderBufferData *data = nullptr;
- int internal_width = 0;
- int internal_height = 0;
- int width = 0;
- int height = 0;
- float fsr_sharpness = 0.2f;
- RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
- RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
- bool use_taa = false;
- bool use_debanding = false;
- uint32_t view_count = 1;
-
- RID render_target;
-
- uint64_t auto_exposure_version = 1;
-
- RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0]
- RID internal_texture; //main texture for rendering to, must be filled after done rendering
- RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling)
- RID depth_texture; //main depth texture
- RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
- RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
- RID vrs_texture; // texture for vrs.
- RID vrs_fb; // framebuffer to write to our vrs texture
-
- // Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images)
- struct View {
- RID view_texture; // texture slice for this view/layer
- RID view_depth; // depth slice for this view/layer
- RID view_fb; // framebuffer for this view/layer, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
- };
- Vector<View> views;
-
- RendererRD::GI::SDFGI *sdfgi = nullptr;
- RendererRD::GI::RenderBuffersGI rbgi;
- RendererRD::Fog::VolumetricFog *volumetric_fog = nullptr;
-
- ClusterBuilderRD *cluster_builder = nullptr;
-
- //built-in textures used for ping pong image processing and blurring
- struct Blur {
- RID texture;
-
- struct Mipmap {
- RID texture;
- int width;
- int height;
-
- // only used on mobile renderer
- RID fb;
- RID half_texture;
- RID half_fb;
- };
-
- struct Layer {
- Vector<Mipmap> mipmaps;
- };
-
- Vector<Layer> layers;
- };
-
- Blur blur[2]; //the second one starts from the first mipmap
-
- struct WeightBuffers {
- RID weight;
- RID fb; // FB with both texture and weight writing into one level lower
- };
-
- // 2 full size, 2 half size
- WeightBuffers weight_buffers[4]; // Only used in raster
-
- RID depth_back_texture;
- RID depth_back_fb; // only used on mobile
-
- struct Luminance {
- Vector<RID> reduce;
- RID current;
-
- // used only on mobile renderer
- Vector<RID> fb;
- RID current_fb;
- } luminance;
-
- struct SSEffects {
- RID linear_depth;
- Vector<RID> linear_depth_slices;
-
- RID downsample_uniform_set;
-
- Projection last_frame_projection;
- Transform3D last_frame_transform;
+ /* RENDER BUFFERS */
- RendererRD::SSEffects::SSAORenderBuffers ssao;
- RendererRD::SSEffects::SSILRenderBuffers ssil;
- } ss_effects;
+ void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb);
- RendererRD::SSEffects::SSRRenderBuffers ssr;
-
- struct TAA {
- RID history;
- RID temp;
- RID prev_velocity; // Last frame velocity buffer
- } taa;
- };
+ void _render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
/* GI */
bool screen_space_roughness_limiter = false;
float screen_space_roughness_limiter_amount = 0.25;
float screen_space_roughness_limiter_limit = 0.18;
- mutable RID_Owner<RenderBuffers> render_buffers_owner;
-
- void _free_render_buffer_data(RenderBuffers *rb);
- void _allocate_blur_textures(RenderBuffers *rb);
- void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
- void _allocate_luminance_textures(RenderBuffers *rb);
-
- void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
-
/* Cluster */
struct Cluster {
@@ -592,7 +460,7 @@ private:
uint32_t exterior;
uint32_t box_project;
uint32_t ambient_mode;
- uint32_t pad;
+ float exposure_normalization;
float local_matrix[16]; // up to here for spot and omni, rest is for directional
};
@@ -618,7 +486,7 @@ private:
float soft_shadow_size;
float soft_shadow_scale;
uint32_t mask;
- float shadow_volumetric_fog_fade;
+ float volumetric_fog_energy;
uint32_t bake_mode;
float projector_rect[4];
};
@@ -638,7 +506,7 @@ private:
float fade_to;
uint32_t pad[2];
uint32_t bake_mode;
- float shadow_volumetric_fog_fade;
+ float volumetric_fog_energy;
float shadow_bias[4];
float shadow_normal_bias[4];
float shadow_transmittance_bias[4];
@@ -747,11 +615,14 @@ private:
uint32_t volumetric_fog_depth = 128;
bool volumetric_fog_filter_active = true;
- void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
+ void _update_volumetric_fog(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
public:
static RendererSceneRenderRD *get_singleton() { return singleton; }
+ /* Cluster builder */
+ ClusterBuilderSharedDataRD *get_cluster_builder_shared() { return &cluster_builder_shared; }
+
/* GI */
RendererRD::GI *get_gi() { return &gi; }
@@ -794,10 +665,10 @@ public:
/* SDFGI UPDATE */
- virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
- virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
- virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
- virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
+ virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
+ virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override;
+ virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override;
+ virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override;
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
/* SKY API */
@@ -831,21 +702,8 @@ public:
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;
-
- virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
- virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
-
- virtual void 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) override;
- 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.get_or_null(p_camera_effects);
-
- return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
+ _FORCE_INLINE_ bool is_using_physical_light_units() {
+ return use_physical_light_units;
}
/* LIGHT INSTANCE API */
@@ -1104,42 +962,14 @@ public:
virtual float _render_buffers_get_luminance_multiplier();
virtual RD::DataFormat _render_buffers_get_color_format();
virtual bool _render_buffers_can_be_storage();
- virtual RID render_buffers_create() override;
- virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
+ virtual Ref<RenderSceneBuffers> render_buffers_create() override;
virtual void gi_set_use_half_resolution(bool p_enable) override;
- RID render_buffers_get_depth_texture(RID p_render_buffers);
- RID render_buffers_get_ao_texture(RID p_render_buffers);
- RID render_buffers_get_ssil_texture(RID p_render_buffers);
- RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
- RID render_buffers_get_back_depth_texture(RID p_render_buffers);
- RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
RID render_buffers_get_default_voxel_gi_buffer();
- RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
- RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
-
- uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
- bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
- RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
- Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
- Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
- float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
- float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
- uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
- uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
- bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
- float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
- RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
-
- bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
- RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
- RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
- float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
- float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
virtual void update_uniform_sets(){};
- virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_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_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
@@ -1167,23 +997,51 @@ public:
virtual void decals_set_filter(RS::DecalFilter p_filter) override;
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
- _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
- _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
- _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
- _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
+ _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {
+ return shadows_quality;
+ }
+ _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const {
+ return directional_shadow_quality;
+ }
+ _FORCE_INLINE_ float shadows_quality_radius_get() const {
+ return shadows_quality_radius;
+ }
+ _FORCE_INLINE_ float directional_shadow_quality_radius_get() const {
+ return directional_shadow_quality_radius;
+ }
- _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
- _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
- _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
- _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
+ _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() {
+ return directional_penumbra_shadow_kernel;
+ }
+ _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() {
+ return directional_soft_shadow_kernel;
+ }
+ _FORCE_INLINE_ float *penumbra_shadow_kernel_get() {
+ return penumbra_shadow_kernel;
+ }
+ _FORCE_INLINE_ float *soft_shadow_kernel_get() {
+ return soft_shadow_kernel;
+ }
- _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
- _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
- _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
- _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
+ _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const {
+ return directional_penumbra_shadow_samples;
+ }
+ _FORCE_INLINE_ int directional_soft_shadow_samples_get() const {
+ return directional_soft_shadow_samples;
+ }
+ _FORCE_INLINE_ int penumbra_shadow_samples_get() const {
+ return penumbra_shadow_samples;
+ }
+ _FORCE_INLINE_ int soft_shadow_samples_get() const {
+ return soft_shadow_samples;
+ }
- _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
- _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
+ _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const {
+ return light_projectors_filter;
+ }
+ _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const {
+ return decals_filter;
+ }
int get_roughness_layers() const;
bool is_using_radiance_cubemap_array() const;
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index c9b6d09d4c..0f2dea6fe9 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -380,7 +380,7 @@ static const uint32_t cache_file_version = 2;
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";
+ String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
if (f.is_null()) {
@@ -443,7 +443,7 @@ bool ShaderRD::_load_from_cache(Version *p_version) {
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";
+ String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
ERR_FAIL_COND(f.is_null());
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index f8e9020f9f..459d798a80 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -509,7 +509,13 @@ void main() {
float a = clamp(d * px_size + 0.5, 0.0, 1.0);
color.a = a * color.a;
}
-
+ } else if (bool(draw_data.flags & FLAGS_USE_LCD)) {
+ vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), uv);
+ if (lcd_sample.a == 1.0) {
+ color.rgb = lcd_sample.rgb * color.a;
+ } else {
+ color = vec4(0.0, 0.0, 0.0, 0.0);
+ }
} else {
#else
{
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 2ea6965c09..1b627a3e81 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -25,6 +25,7 @@
#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27)
#define FLAGS_USE_MSDF (1 << 28)
+#define FLAGS_USE_LCD (1 << 29)
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
index 96f5c3e9f2..cb06250cf2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
@@ -129,7 +129,7 @@ void main() {
#ifdef GLOW_USE_AUTO_EXPOSURE
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
+ frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_scale;
#endif
frag_color *= blur.glow_exposure;
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
index 730504571a..06ca198f37 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
@@ -16,7 +16,7 @@ layout(push_constant, std430) uniform Blur {
float glow_exposure; // 04 - 36
float glow_white; // 04 - 40
float glow_luminance_cap; // 04 - 44
- float glow_auto_exposure_grey; // 04 - 48
+ float glow_auto_exposure_scale; // 04 - 48
float luminance_multiplier; // 04 - 52
float res1; // 04 - 56
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index 0438671dd2..bdf84bb03a 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
@@ -30,7 +30,7 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
@@ -41,11 +41,25 @@ float get_depth_at_pos(vec2 uv) {
float get_blur_size(float depth) {
if (params.blur_near_active && depth < params.blur_near_begin) {
- return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
+ if (params.use_physical_near) {
+ // Physically-based.
+ float d = abs(params.blur_near_begin - depth);
+ return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
+ } else {
+ // Non-physically-based.
+ return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative.
+ }
}
if (params.blur_far_active && depth > params.blur_far_begin) {
- return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ if (params.use_physical_far) {
+ // Physically-based.
+ float d = abs(params.blur_far_begin - depth);
+ return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
+ } else {
+ // Non-physically-based.
+ return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ }
}
return 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
index b90a527554..4a2b0edc18 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
@@ -20,6 +20,11 @@ layout(push_constant, std430) uniform Params {
bool use_jitter;
float jitter_seed;
+ bool use_physical_near;
+ bool use_physical_far;
+
+ float blur_size_near;
+ float blur_size_far;
uint pad[2];
}
params;
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a3b3938ee9..a2bdc2e90e 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -52,7 +52,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
@@ -63,11 +63,25 @@ float get_depth_at_pos(vec2 uv) {
float get_blur_size(float depth) {
if (params.blur_near_active && depth < params.blur_near_begin) {
- return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
+ if (params.use_physical_near) {
+ // Physically-based.
+ float d = abs(params.blur_near_begin - depth);
+ return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
+ } else {
+ // Non-physically-based.
+ return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative.
+ }
}
if (params.blur_far_active && depth > params.blur_far_begin) {
- return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ if (params.use_physical_far) {
+ // Physically-based.
+ float d = abs(params.blur_far_begin - depth);
+ return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
+ } else {
+ // Non-physically-based.
+ return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ }
}
return 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index 3a4ef86ef0..bfe329b8ec 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
@@ -31,7 +31,7 @@ layout(push_constant, std430) uniform Params {
float glow_exposure;
float glow_white;
float glow_luminance_cap;
- float glow_auto_exposure_grey;
+ float glow_auto_exposure_scale;
// DOF.
float camera_z_far;
float camera_z_near;
@@ -185,7 +185,7 @@ void main() {
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
- color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
+ color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_scale;
#endif
color *= params.glow_exposure;
diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl
index c8eb78a2f0..c8eb78a2f0 100644
--- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl
diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl
index fb35d3cde6..fb35d3cde6 100644
--- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl
diff --git a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl
index b0a0839836..b0a0839836 100644
--- a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index 62a7b0e7d7..e459756c6a 100644
--- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -75,7 +75,7 @@ layout(push_constant, std430) uniform Params {
float exposure;
float white;
- float auto_exposure_grey;
+ float auto_exposure_scale;
float luminance_multiplier;
vec2 pixel_size;
@@ -440,7 +440,7 @@ void main() {
#ifndef SUBPASS
if (params.use_auto_exposure) {
- exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_grey);
+ exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_scale);
}
#endif
diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index 6ea8cb1377..ab927df678 100644
--- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -32,6 +32,8 @@ struct ProbeCascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image2D ambient_buffer;
@@ -83,6 +85,9 @@ struct VoxelGIData {
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
+
+ vec3 pad; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
layout(set = 0, binding = 16, std140) uniform VoxelGIs {
@@ -241,7 +246,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
diffuse = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
- diffuse_accum += vec4(diffuse * weight, weight);
+ diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight);
{
vec3 specular = vec3(0.0);
@@ -255,7 +260,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_
specular = mix(specular, textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb, (roughness - 0.2) * 1.25);
}
- specular_accum += specular * weight;
+ specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization;
}
}
@@ -574,7 +579,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
}
}
- light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
if (!voxel_gi_instances.data[index].blend_ambient) {
light.a = 1.0;
}
@@ -583,7 +588,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
//radiance
vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias);
- irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
if (!voxel_gi_instances.data[index].blend_ambient) {
irr_light.a = 1.0;
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
index 9640d30e78..177dab16c7 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
@@ -21,6 +21,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 9, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
index 75b1ad2130..a0ef169f03 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
@@ -73,6 +73,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 1, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
index b95fad650e..9f7449b8aa 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
@@ -45,6 +45,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 8, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
index 9c03297f5c..4bdb0dcc72 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
@@ -20,6 +20,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 7, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index e825020a4e..7a0b2af3ce 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -15,10 +15,10 @@ layout(location = 0) out vec2 uv_interp;
layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
- vec4 position_multiplier;
+ vec3 position;
float time;
+ vec3 pad;
float luminance_multiplier;
- float pad[2];
}
params;
@@ -55,10 +55,10 @@ layout(location = 0) in vec2 uv_interp;
layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
- vec4 position_multiplier;
+ vec3 position;
float time;
+ vec3 pad;
float luminance_multiplier;
- float pad[2];
}
params;
@@ -200,17 +200,17 @@ void main() {
#ifdef USE_CUBEMAP_PASS
#ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), 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]), 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
- half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
+ half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
+ quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
#endif
#endif
@@ -220,7 +220,7 @@ void main() {
}
- frag_color.rgb = color * params.position_multiplier.w;
+ frag_color.rgb = color;
frag_color.a = alpha;
#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
@@ -242,12 +242,13 @@ void main() {
#endif // DISABLE_FOG
- // Blending is disabled for Sky, so alpha doesn't blend
- // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
+ // Blending is disabled for Sky, so alpha doesn't blend.
+ // Alpha is used for subsurface scattering so make sure it doesn't get applied to Sky.
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
frag_color.a = 0.0;
}
- // For mobile renderer we're dividing by 2.0 as we're using a UNORM buffer
- frag_color.rgb = frag_color.rgb / params.luminance_multiplier;
+ // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
+ // For both mobile and clustered, we also bake in the exposure value for the environment and camera.
+ frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index 6f79b9e771..eed9038502 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -84,6 +84,9 @@ struct VoxelGIData {
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
+
+ vec3 pad; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
layout(set = 0, binding = 11, std140) uniform VoxelGIs {
@@ -105,6 +108,8 @@ struct SDFVoxelGICascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 1, binding = 0, std140) uniform SDFGI {
@@ -270,6 +275,9 @@ const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
vec3(0.9375, 0.25925926, 0.12),
vec3(0.03125, 0.59259259, 0.32));
+// Higher values will make light in volumetric fog fade out sooner when it's occluded by shadow.
+const float INV_FOG_FADE = 10.0;
+
void main() {
vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
@@ -375,46 +383,48 @@ void main() {
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;
- }
+ if (directional_lights.data[i].volumetric_fog_energy > 0.001) {
+ 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);
+ 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 * INV_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 = 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);
- }
+ shadow_attenuation = mix(vec3(1.0 - directional_lights.data[i].shadow_opacity), 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);
+ 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) * directional_lights.data[i].volumetric_fog_energy;
+ }
}
// Compute light from sky
@@ -481,7 +491,7 @@ void main() {
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) {
+ if (omni_lights.data[light_index].volumetric_fog_energy > 0.001 && 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;
@@ -509,9 +519,9 @@ void main() {
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);
+ shadow_attenuation = mix(1.0 - omni_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * INV_FOG_FADE));
}
- total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g);
+ total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g) * omni_lights.data[light_index].volumetric_fog_energy;
}
}
}
@@ -562,7 +572,7 @@ void main() {
float d = length(light_rel_vec);
float shadow_attenuation = 1.0;
- if (d * spot_lights.data[light_index].inv_radius < 1.0) {
+ if (spot_lights.data[light_index].volumetric_fog_energy > 0.001 && 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;
@@ -595,9 +605,9 @@ void main() {
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);
+ shadow_attenuation = mix(1.0 - spot_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * INV_FOG_FADE));
}
- total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g);
+ total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g) * spot_lights.data[light_index].volumetric_fog_energy;
}
}
}
@@ -619,7 +629,7 @@ void main() {
light += a * slight;
}
- light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
+ light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject * voxel_gi_instances.data[i].exposure_normalization;
total_light += light.rgb;
}
@@ -686,7 +696,7 @@ void main() {
vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
- ambient_accum.rgb += ambient * weight;
+ ambient_accum.rgb += ambient * weight * sdfgi.cascades[i].exposure_normalization;
ambient_accum.a += weight;
}
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index 799f7087b6..7488a3f2c7 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -25,7 +25,7 @@ struct LightData { //this structure needs to be as packed as possible
highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
- mediump float shadow_volumetric_fog_fade;
+ mediump float volumetric_fog_energy;
uint bake_mode;
highp vec4 projector_rect; //projector rect in srgb decal atlas
};
@@ -44,7 +44,7 @@ struct ReflectionData {
bool exterior;
bool box_project;
uint ambient_mode;
- uint pad;
+ float exposure_normalization;
//0-8 is intensity,8-9 is ambient, mode
highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
@@ -52,7 +52,7 @@ struct ReflectionData {
struct DirectionalLightData {
mediump vec3 direction;
- mediump float energy;
+ highp float energy; // needs to be highp to avoid NaNs being created with high energy values (i.e. when using physical light units and over-exposing the image)
mediump vec3 color;
mediump float size;
mediump float specular;
@@ -65,7 +65,7 @@ struct DirectionalLightData {
highp float fade_to;
uvec2 pad;
uint bake_mode;
- mediump float shadow_volumetric_fog_fade;
+ mediump float volumetric_fog_energy;
highp vec4 shadow_bias;
highp vec4 shadow_normal_bias;
highp vec4 shadow_transmittance_bias;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index e9515c7670..26b96b358f 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -15,11 +15,11 @@ layout(location = 0) in vec3 vertex_attrib;
//only for pure render depth when normal is not used
#ifdef NORMAL_USED
-layout(location = 1) in vec3 normal_attrib;
+layout(location = 1) in vec2 normal_attrib;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 2) in vec4 tangent_attrib;
+layout(location = 2) in vec2 tangent_attrib;
#endif
#if defined(COLOR_USED)
@@ -58,6 +58,13 @@ layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
#endif
+vec3 oct_to_vec3(vec2 e) {
+ vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return v;
+}
+
/* Varyings */
layout(location = 0) out vec3 vertex_interp;
@@ -231,12 +238,13 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
vec3 vertex = vertex_attrib;
#ifdef NORMAL_USED
- vec3 normal = normal_attrib * 2.0 - 1.0;
+ vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
- float binormalf = tangent_attrib.a * 2.0 - 1.0;
+ vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
+ vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
+ float binormalf = sign(signed_tangent_attrib.y);
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
@@ -978,6 +986,11 @@ void fragment_shader(in SceneData scene_data) {
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+#ifndef MODE_UNSHADED
+ // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI.
+ emission *= scene_data.emissive_exposure_normalization;
+#endif
+
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
@@ -1007,6 +1020,7 @@ void fragment_shader(in SceneData scene_data) {
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
+ specular_light *= scene_data.IBL_exposure_normalization;
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
@@ -1027,7 +1041,7 @@ void fragment_shader(in SceneData scene_data) {
#else
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
-
+ cubemap_ambient *= scene_data.IBL_exposure_normalization;
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
}
}
@@ -1086,15 +1100,16 @@ void fragment_shader(in SceneData scene_data) {
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) *
+ scene_data.emissive_exposure_normalization;
} 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);
@@ -1112,20 +1127,22 @@ void fragment_shader(in SceneData scene_data) {
uint idx = instances.data[instance_index].gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+ float en = lightmaps.data[idx].exposure_normalization;
- ambient_light += lm_light_l0 * 0.282095f;
- ambient_light += lm_light_l1n1 * 0.32573 * n.y;
- ambient_light += lm_light_l1_0 * 0.32573 * n.z;
- ambient_light += lm_light_l1p1 * 0.32573 * n.x;
+ ambient_light += lm_light_l0 * 0.282095f * en;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y * en;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z * en;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x * en;
if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
vec3 r = reflect(normalize(-vertex), normal);
- specular_light += lm_light_l1n1 * 0.32573 * r.y;
- specular_light += lm_light_l1_0 * 0.32573 * r.z;
- specular_light += lm_light_l1p1 * 0.32573 * r.x;
+ specular_light += lm_light_l1n1 * 0.32573 * r.y * en;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z * en;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x * en;
}
} else {
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
+ uint idx = instances.data[instance_index].gi_offset >> 20;
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
}
}
#else
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 f0717294ef..45484b8c47 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -105,6 +105,8 @@ directional_lights;
struct Lightmap {
mat3 normal_xform;
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
@@ -139,6 +141,8 @@ struct SDFVoxelGICascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 0, binding = 15, std140) uniform SDFGI {
@@ -251,7 +255,8 @@ struct SceneData {
bool pancake_shadows;
vec2 taa_jitter;
- uvec2 pad2;
+ float emissive_exposure_normalization;
+ float IBL_exposure_normalization;
};
layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
@@ -340,6 +345,9 @@ struct VoxelGIData {
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
+
+ vec3 pad; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
layout(set = 1, binding = 17, std140) uniform VoxelGIs {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
index c88bd0a14b..ae5e1b7251 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
@@ -94,7 +94,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
light += cone_weights[i] * cone_light.rgb;
}
- light *= voxel_gi_instances.data[index].dynamic_range;
+ light *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
out_diff += vec4(light * blend, blend);
//irradiance
@@ -102,7 +102,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
if (voxel_gi_instances.data[index].blend_ambient) {
irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
}
- irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
//irr_light=vec3(0.0);
out_spec += vec4(irr_light.rgb * blend, blend);
@@ -189,7 +189,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb;
- diffuse_accum += vec4(diffuse * weight, weight);
+ diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight);
if (use_specular) {
vec3 specular = vec3(0.0);
@@ -203,7 +203,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
}
- specular_accum += specular * weight;
+ specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization;
}
}
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 7299bb0576..4e6e29b315 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -909,7 +909,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
vec4 reflection;
reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier;
-
+ reflection.rgb *= reflections.data[ref_index].exposure_normalization;
if (reflections.data[ref_index].exterior) {
reflection.rgb = mix(specular_light, reflection.rgb, blend);
}
@@ -932,6 +932,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
vec4 ambient_out;
ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
+ ambient_out.rgb *= reflections.data[ref_index].exposure_normalization;
ambient_out.a = blend;
if (reflections.data[ref_index].exterior) {
ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 6548793bee..5a5ada7231 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -16,11 +16,11 @@ layout(location = 0) in vec3 vertex_attrib;
//only for pure render depth when normal is not used
#ifdef NORMAL_USED
-layout(location = 1) in vec3 normal_attrib;
+layout(location = 1) in vec2 normal_attrib;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 2) in vec4 tangent_attrib;
+layout(location = 2) in vec2 tangent_attrib;
#endif
#if defined(COLOR_USED)
@@ -59,6 +59,13 @@ layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
#endif
+vec3 oct_to_vec3(vec2 e) {
+ vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return v;
+}
+
/* Varyings */
layout(location = 0) highp out vec3 vertex_interp;
@@ -229,12 +236,13 @@ void main() {
vec3 vertex = vertex_attrib;
#ifdef NORMAL_USED
- vec3 normal = normal_attrib * 2.0 - 1.0;
+ vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
- float binormalf = tangent_attrib.a * 2.0 - 1.0;
+ vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
+ vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
+ float binormalf = sign(signed_tangent_attrib.y);
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
@@ -463,8 +471,10 @@ layout(location = 8) highp in float dp_clip;
#define model_matrix draw_call.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
#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
@@ -879,6 +889,11 @@ void main() {
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+#ifndef MODE_UNSHADED
+ // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI.
+ emission *= scene_data.emissive_exposure_normalization;
+#endif
+
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
@@ -907,6 +922,8 @@ 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
+ specular_light *= sc_luminance_multiplier;
+ specular_light *= scene_data.IBL_exposure_normalization;
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
@@ -927,7 +944,8 @@ void main() {
#else
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
-
+ cubemap_ambient *= sc_luminance_multiplier;
+ cubemap_ambient *= scene_data.IBL_exposure_normalization;
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
}
}
@@ -985,15 +1003,16 @@ void main() {
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) *
+ scene_data.emissive_exposure_normalization;
} 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);
@@ -1002,6 +1021,8 @@ void main() {
uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
+ uint idx = draw_call.gi_offset >> 20;
+
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
@@ -1009,22 +1030,22 @@ void main() {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
- uint idx = draw_call.gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+ float exposure_normalization = lightmaps.data[idx].exposure_normalization;
ambient_light += lm_light_l0 * 0.282095f;
- ambient_light += lm_light_l1n1 * 0.32573 * n.y;
- ambient_light += lm_light_l1_0 * 0.32573 * n.z;
- ambient_light += lm_light_l1p1 * 0.32573 * n.x;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z * exposure_normalization;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x * exposure_normalization;
if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
vec3 r = reflect(normalize(-vertex), normal);
- specular_light += lm_light_l1n1 * 0.32573 * r.y;
- specular_light += lm_light_l1_0 * 0.32573 * r.z;
- specular_light += lm_light_l1p1 * 0.32573 * r.x;
+ specular_light += lm_light_l1n1 * 0.32573 * r.y * exposure_normalization;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z * exposure_normalization;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x * exposure_normalization;
}
} else {
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
}
}
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 98ad674ce0..3a9c52f5bc 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -94,6 +94,8 @@ directional_lights;
struct Lightmap {
mediump mat3 normal_xform;
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
@@ -187,8 +189,8 @@ struct SceneData {
mediump float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
- uint pad1;
- uint pad2;
+ float emissive_exposure_normalization;
+ float IBL_exposure_normalization;
uint pad3;
};
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index a893a66c94..75bea9300b 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -54,14 +54,54 @@ layout(push_constant, std430) uniform Params {
}
params;
-vec4 decode_abgr_2_10_10_10(uint base) {
- uvec4 abgr_2_10_10_10 = (uvec4(base) >> uvec4(0, 10, 20, 30)) & uvec4(0x3FF, 0x3FF, 0x3FF, 0x3);
- return vec4(abgr_2_10_10_10) / vec4(1023.0, 1023.0, 1023.0, 3.0) * 2.0 - 1.0;
+vec2 uint_to_vec2(uint base) {
+ uvec2 decode = (uvec2(base) >> uvec2(0, 16)) & uvec2(0xFFFF, 0xFFFF);
+ return vec2(decode) / vec2(65535.0, 65535.0) * 2.0 - 1.0;
}
-uint encode_abgr_2_10_10_10(vec4 base) {
- uvec4 abgr_2_10_10_10 = uvec4(clamp(ivec4((base * 0.5 + 0.5) * vec4(1023.0, 1023.0, 1023.0, 3.0)), ivec4(0), ivec4(0x3FF, 0x3FF, 0x3FF, 0x3))) << uvec4(0, 10, 20, 30);
- return abgr_2_10_10_10.x | abgr_2_10_10_10.y | abgr_2_10_10_10.z | abgr_2_10_10_10.w;
+vec3 oct_to_vec3(vec2 oct) {
+ vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return v;
+}
+
+vec3 decode_uint_oct_to_norm(uint base) {
+ return oct_to_vec3(uint_to_vec2(base));
+}
+
+vec4 decode_uint_oct_to_tang(uint base) {
+ vec2 oct_sign_encoded = uint_to_vec2(base);
+ // Binormal sign encoded in y component
+ vec2 oct = vec2(oct_sign_encoded.x, abs(oct_sign_encoded.y) * 2.0 - 1.0);
+ return vec4(oct_to_vec3(oct), sign(oct_sign_encoded.y));
+}
+
+vec2 signNotZero(vec2 v) {
+ return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0)));
+}
+
+uint vec2_to_uint(vec2 base) {
+ uvec2 enc = uvec2(clamp(ivec2(base * vec2(65535, 65535)), ivec2(0), ivec2(0xFFFF, 0xFFFF))) << uvec2(0, 16);
+ return enc.x | enc.y;
+}
+
+vec2 vec3_to_oct(vec3 e) {
+ e /= abs(e.x) + abs(e.y) + abs(e.z);
+ vec2 oct = e.z >= 0.0f ? e.xy : (vec2(1.0f) - abs(e.yx)) * signNotZero(e.xy);
+ return oct * 0.5f + 0.5f;
+}
+
+uint encode_norm_to_uint_oct(vec3 base) {
+ return vec2_to_uint(vec3_to_oct(base));
+}
+
+uint encode_tang_to_uint_oct(vec4 base) {
+ vec2 oct = vec3_to_oct(base.xyz);
+ // Encode binormal sign in y component
+ oct.y = oct.y * 0.5f + 0.5f;
+ oct.y = base.w >= 0.0f ? oct.y : 1 - oct.y;
+ return vec2_to_uint(oct);
}
void main() {
@@ -131,12 +171,12 @@ void main() {
src_offset += 3;
if (params.has_normal) {
- normal = decode_abgr_2_10_10_10(src_vertices.data[src_offset]).rgb;
+ normal = decode_uint_oct_to_norm(src_vertices.data[src_offset]);
src_offset++;
}
if (params.has_tangent) {
- tangent = decode_abgr_2_10_10_10(src_vertices.data[src_offset]);
+ tangent = decode_uint_oct_to_tang(src_vertices.data[src_offset]);
}
if (params.has_blend_shape) {
@@ -155,12 +195,12 @@ void main() {
base_offset += 3;
if (params.has_normal) {
- blend_normal += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
+ blend_normal += decode_uint_oct_to_norm(src_blend_shapes.data[base_offset]) * w;
base_offset++;
}
if (params.has_tangent) {
- blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
+ blend_tangent += decode_uint_oct_to_tang(src_blend_shapes.data[base_offset]).rgb * w;
}
blend_total += w;
@@ -234,12 +274,12 @@ void main() {
dst_offset += 3;
if (params.has_normal) {
- dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(vec4(normal, 0.0));
+ dst_vertices.data[dst_offset] = encode_norm_to_uint_oct(normal);
dst_offset++;
}
if (params.has_tangent) {
- dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(tangent);
+ dst_vertices.data[dst_offset] = encode_tang_to_uint_oct(tangent);
}
#endif
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index 882afdfa54..81b0661481 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -75,6 +75,7 @@ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_ENERGY] = 1.0;
light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
+ light.param[RS::LIGHT_PARAM_VOLUMETRIC_FOG_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;
@@ -91,8 +92,8 @@ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
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.param[RS::LIGHT_PARAM_INTENSITY] = p_type == RS::LIGHT_DIRECTIONAL ? 100000.0 : 1000.0;
light_owner.initialize_rid(p_light, light);
}
@@ -352,7 +353,7 @@ AABB LightStorage::light_get_aabb(RID p_light) const {
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;
+ float size = Math::tan(Math::deg_to_rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
};
case RS::LIGHT_OMNI: {
@@ -502,6 +503,13 @@ void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_
reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
+void LightStorage::reflection_probe_set_baked_exposure(RID p_probe, float p_exposure) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->baked_exposure = p_exposure;
+}
+
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());
@@ -569,6 +577,13 @@ int LightStorage::reflection_probe_get_resolution(RID p_probe) const {
return reflection_probe->resolution;
}
+float LightStorage::reflection_probe_get_baked_exposure(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 1.0);
+
+ return reflection_probe->baked_exposure;
+}
+
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);
@@ -711,6 +726,13 @@ void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedV
lm->tetrahedra = p_tetrahedra;
}
+void LightStorage::lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND(!lm);
+
+ lm->baked_exposure = p_exposure;
+}
+
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());
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h
index 3e3246e8e9..82d609291c 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h
@@ -87,6 +87,7 @@ private:
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
float mesh_lod_threshold = 0.01;
+ float baked_exposure = 1.0;
Dependency dependency;
};
@@ -99,6 +100,7 @@ private:
bool uses_spherical_harmonics = false;
bool interior = false;
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
+ float baked_exposure = 1.0;
int32_t array_index = -1; //unassigned
PackedVector3Array points;
PackedColorArray point_sh;
@@ -250,13 +252,6 @@ public:
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;
@@ -286,6 +281,8 @@ public:
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;
+ void reflection_probe_set_baked_exposure(RID p_probe, float p_exposure);
+
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;
@@ -295,6 +292,7 @@ public:
virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
int reflection_probe_get_resolution(RID p_probe) const;
+ float reflection_probe_get_baked_exposure(RID p_probe) const;
virtual bool reflection_probe_renders_shadows(RID p_probe) const override;
float reflection_probe_get_intensity(RID p_probe) const;
@@ -318,6 +316,7 @@ public:
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 void lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) 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;
@@ -337,6 +336,11 @@ public:
ERR_FAIL_COND_V(!lm, RID());
return lm->light_texture;
}
+ _FORCE_INLINE_ float lightmap_get_baked_exposure_normalization(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND_V(!lm, 1.0);
+ return lm->baked_exposure;
+ }
_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);
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index 41dd1ccc40..fa8406e7a1 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -941,6 +941,12 @@ void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringNa
continue; //instance uniforms don't appear in the buffer
}
+ if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ continue;
+ }
+
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);
@@ -1052,6 +1058,12 @@ void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Va
Vector<RID> textures;
+ if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ continue;
+ }
+
if (p_texture_uniforms[i].global) {
uses_global_textures = true;
@@ -1307,7 +1319,7 @@ bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<
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) {
+ 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;
}
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index dc3f35f942..49d7198ec2 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -327,8 +327,10 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
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.vertex_data.size()) {
+ 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);
@@ -345,7 +347,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
}
if (p_surface.index_count) {
- bool is_index_16 = p_surface.vertex_count <= 65536;
+ bool is_index_16 = p_surface.vertex_count <= 65536 && p_surface.vertex_count > 0;
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;
@@ -364,6 +366,8 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
}
}
+ ERR_FAIL_COND_MSG(!p_surface.index_count && !p_surface.vertex_count, "Meshes must contain a vertex array, an index array, or both");
+
s->aabb = p_surface.aabb;
s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
@@ -377,7 +381,11 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.append_id(s->vertex_buffer);
+ if (s->vertex_buffer.is_valid()) {
+ u.append_id(s->vertex_buffer);
+ } else {
+ u.append_id(default_rd_storage_buffer);
+ }
uniforms.push_back(u);
}
{
@@ -416,7 +424,10 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
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]);
+ const AABB &bone = p_surface.bone_aabbs[i];
+ if (!bone.has_no_volume()) {
+ mesh->bone_aabbs.write[i].merge_with(bone);
+ }
}
mesh->aabb.merge_with(p_surface.aabb);
}
@@ -467,6 +478,7 @@ void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, i
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]->vertex_buffer.is_null());
uint64_t data_size = p_data.size();
const uint8_t *r = p_data.ptr();
@@ -524,7 +536,9 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
RS::SurfaceData sd;
sd.format = s.format;
- sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer);
+ if (s.vertex_buffer.is_valid()) {
+ 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);
}
@@ -702,7 +716,9 @@ void MeshStorage::mesh_clear(RID 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.vertex_buffer.is_valid()) {
+ 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);
}
@@ -848,7 +864,7 @@ void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint3
}
MeshInstance::Surface s;
- if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) {
+ if ((mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) && mesh->surfaces[p_surface]->vertex_buffer_size > 0) {
//surface warrants transform
s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
@@ -1057,10 +1073,9 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
} break;
case RS::ARRAY_NORMAL: {
vd.offset = stride;
+ vd.format = RD::DATA_FORMAT_R16G16_UNORM;
+ stride += sizeof(uint16_t) * 2;
- vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
-
- stride += sizeof(uint32_t);
if (mis) {
buffer = mis->vertex_buffer;
} else {
@@ -1069,9 +1084,9 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
} break;
case RS::ARRAY_TANGENT: {
vd.offset = stride;
+ vd.format = RD::DATA_FORMAT_R16G16_UNORM;
+ stride += sizeof(uint16_t) * 2;
- vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
- stride += sizeof(uint32_t);
if (mis) {
buffer = mis->vertex_buffer;
} else {
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index ba644e7eb9..022b027644 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -134,7 +134,7 @@ void process() {
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));
+ ParticleProcessMaterialData *md = static_cast<ParticleProcessMaterialData *>(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;
@@ -1072,9 +1072,9 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
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));
+ ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(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));
+ m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
}
ERR_FAIL_COND(!m);
@@ -1696,16 +1696,16 @@ MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() {
return shader_data;
}
-bool ParticlesStorage::ParticlesMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool ParticlesStorage::ParticleProcessMaterialData::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() {
+ParticlesStorage::ParticleProcessMaterialData::~ParticleProcessMaterialData() {
free_parameters_uniform_set(uniform_set);
}
MaterialStorage::MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) {
- ParticlesMaterialData *material_data = memnew(ParticlesMaterialData);
+ ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
return material_data;
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
index 97d100e2da..299fdc6ec8 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
@@ -354,14 +354,14 @@ private:
return ParticlesStorage::get_singleton()->_create_particles_shader_func();
}
- struct ParticlesMaterialData : public MaterialStorage::MaterialData {
+ struct ParticleProcessMaterialData : 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();
+ virtual ~ParticleProcessMaterialData();
};
MaterialStorage::MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
diff --git a/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h
new file mode 100644
index 0000000000..d904012914
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h
@@ -0,0 +1,48 @@
+/*************************************************************************/
+/* render_buffer_custom_data_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 RENDER_BUFFER_CUSTOM_DATA_RD_H
+#define RENDER_BUFFER_CUSTOM_DATA_RD_H
+
+#include "core/object/ref_counted.h"
+
+class RenderSceneBuffersRD;
+
+class RenderBufferCustomDataRD : public RefCounted {
+ GDCLASS(RenderBufferCustomDataRD, RefCounted);
+
+public:
+ virtual void configure(RenderSceneBuffersRD *p_render_buffers) = 0;
+ virtual void free_data() = 0; // called on cleanup
+
+private:
+};
+
+#endif // RENDER_BUFFER_CUSTOM_DATA_RD_H
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
new file mode 100644
index 0000000000..576ec81124
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
@@ -0,0 +1,559 @@
+/*************************************************************************/
+/* render_scene_buffers_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 "render_scene_buffers_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"
+
+RenderSceneBuffersRD::RenderSceneBuffersRD() {
+}
+
+RenderSceneBuffersRD::~RenderSceneBuffersRD() {
+ cleanup();
+
+ data_buffers.clear();
+
+ // need to investigate if we can remove these things.
+ if (cluster_builder) {
+ memdelete(cluster_builder);
+ }
+}
+
+void RenderSceneBuffersRD::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("has_texture", "context", "name"), &RenderSceneBuffersRD::has_texture);
+ // FIXME we can't pass RD::DataFormat, RD::TextureSamples and RD::TextureView in ClassDB, need to solve views differently...
+ // ClassDB::bind_method(D_METHOD("create_texture", "context", "name", "data_format", "usage_bits", "texture_samples", "size", "layers", "mipmaps", "unique"), &RenderSceneBuffersRD::create_texture);
+ // ClassDB::bind_method(D_METHOD("create_texture_from_format", "context", "name", "format", "view", "unique"), &RenderSceneBuffersRD::create_texture_from_format);
+ // ClassDB::bind_method(D_METHOD("create_texture_view", "context", "name", "view_name", "view"), &RenderSceneBuffersRD::has_texture);
+ ClassDB::bind_method(D_METHOD("get_texture", "context", "name"), &RenderSceneBuffersRD::get_texture);
+ // ClassDB::bind_method(D_METHOD("get_texture_format", "context", "name"), &RenderSceneBuffersRD::get_texture_format);
+ ClassDB::bind_method(D_METHOD("get_texture_slice", "context", "name", "layer", "mipmap"), &RenderSceneBuffersRD::get_texture_slice);
+ ClassDB::bind_method(D_METHOD("get_texture_slice_size", "context", "name", "layer", "mipmap"), &RenderSceneBuffersRD::get_texture_slice_size);
+ ClassDB::bind_method(D_METHOD("clear_context", "context"), &RenderSceneBuffersRD::clear_context);
+}
+
+void RenderSceneBuffersRD::update_sizes(NamedTexture &p_named_texture) {
+ ERR_FAIL_COND(p_named_texture.texture.is_null());
+
+ uint32_t size = p_named_texture.format.array_layers * p_named_texture.format.mipmaps;
+ p_named_texture.sizes.resize(size);
+
+ Size2i mipmap_size = Size2i(p_named_texture.format.width, p_named_texture.format.height);
+
+ for (uint32_t mipmap = 0; mipmap < p_named_texture.format.mipmaps; mipmap++) {
+ for (uint32_t layer = 0; layer < p_named_texture.format.array_layers; layer++) {
+ uint32_t index = layer * p_named_texture.format.mipmaps + mipmap;
+
+ p_named_texture.sizes.ptrw()[index] = mipmap_size;
+ }
+
+ mipmap_size.width = MAX(1, mipmap_size.width >> 1);
+ mipmap_size.height = MAX(1, mipmap_size.height >> 1);
+ }
+}
+
+void RenderSceneBuffersRD::free_named_texture(NamedTexture &p_named_texture) {
+ if (p_named_texture.texture.is_valid()) {
+ RD::get_singleton()->free(p_named_texture.texture);
+ }
+ p_named_texture.texture = RID();
+ p_named_texture.slices.clear(); // slices should be freed automatically as dependents...
+}
+
+void RenderSceneBuffersRD::cleanup() {
+ // Free our data buffers (but don't destroy them)
+ for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) {
+ E.value->free_data();
+ }
+
+ // Clear our named textures
+ for (KeyValue<NTKey, NamedTexture> &E : named_textures) {
+ 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();
+ }
+
+ if (ss_effects.linear_depth.is_valid()) {
+ RD::get_singleton()->free(ss_effects.linear_depth);
+ ss_effects.linear_depth = RID();
+ ss_effects.linear_depth_slices.clear();
+ }
+
+ sse->ssao_free(ss_effects.ssao);
+ sse->ssil_free(ss_effects.ssil);
+ sse->ssr_free(ssr);
+}
+
+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) {
+ 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");
+
+ 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;
+ }
+
+ if (p_use_taa) {
+ // Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness.
+ // This restores sharpness in still images to be roughly at the same level as without TAA,
+ // but moving scenes will still be blurrier.
+ p_texture_mipmap_bias -= 0.5;
+ }
+
+ if (p_screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
+ // Use negative mipmap LOD bias when FXAA is enabled to compensate for loss of sharpness.
+ // If both TAA and FXAA are enabled, combine their negative LOD biases together.
+ p_texture_mipmap_bias -= 0.25;
+ }
+
+ material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
+
+ // need to check if we really need to do this here..
+ RendererSceneRenderRD::get_singleton()->update_uniform_sets();
+
+ render_target = p_render_target;
+ fsr_sharpness = p_fsr_sharpness;
+ msaa_3d = p_msaa_3d;
+ screen_space_aa = p_screen_space_aa;
+ use_taa = p_use_taa;
+ use_debanding = p_use_debanding;
+ view_count = p_view_count;
+
+ /* may move this into our clustered renderer data object */
+ if (can_be_storage) {
+ if (cluster_builder == nullptr) {
+ cluster_builder = memnew(ClusterBuilderRD);
+ }
+ cluster_builder->set_shared(RendererSceneRenderRD::get_singleton()->get_cluster_builder_shared());
+ }
+
+ // cleanout any old buffers we had.
+ cleanup();
+
+ // create our 3D render buffers
+ {
+ // Create our color buffer(s)
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (can_be_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
+
+ // our internal texture should have MSAA support if applicable
+ if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
+ usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ }
+
+ create_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR, base_data_format, usage_bits);
+ }
+
+ // Create our depth buffer
+ {
+ // TODO If we have depth buffer supplied externally, pick this up
+
+ RD::DataFormat format;
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ if (msaa_3d == RS::VIEWPORT_MSAA_DISABLED) {
+ 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;
+ usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+ } else {
+ format = RD::DATA_FORMAT_R32_SFLOAT;
+ usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ }
+
+ create_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH, format, usage_bits);
+ }
+
+ // VRS (note, our vrs object will only be set if VRS is supported)
+ RID vrs_texture;
+ RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target);
+ if (vrs && vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
+ uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ vrs_texture = create_texture(RB_SCOPE_VRS, RB_TEXTURE, RD::DATA_FORMAT_R8_UINT, usage_bits, RD::TEXTURE_SAMPLES_1, vrs->get_vrs_texture_size(internal_size));
+ }
+
+ for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) {
+ E.value->configure(this);
+ }
+
+ if (cluster_builder) {
+ RID sampler = RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ cluster_builder->setup(internal_size, max_cluster_elements, get_depth_texture(), sampler, get_internal_texture());
+ }
+}
+
+void RenderSceneBuffersRD::set_fsr_sharpness(float p_fsr_sharpness) {
+ fsr_sharpness = p_fsr_sharpness;
+}
+
+void RenderSceneBuffersRD::set_texture_mipmap_bias(float p_texture_mipmap_bias) {
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+ material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
+}
+
+void RenderSceneBuffersRD::set_use_debanding(bool p_use_debanding) {
+ use_debanding = p_use_debanding;
+}
+
+// Named textures
+
+bool RenderSceneBuffersRD::has_texture(const StringName &p_context, const StringName &p_texture_name) const {
+ NTKey key(p_context, p_texture_name);
+
+ return named_textures.has(key);
+}
+
+RID RenderSceneBuffersRD::create_texture(const StringName &p_context, const StringName &p_texture_name, const RD::DataFormat p_data_format, const uint32_t p_usage_bits, const RD::TextureSamples p_texture_samples, const Size2i p_size, const uint32_t p_layers, const uint32_t p_mipmaps, bool p_unique) {
+ // Keep some useful data, we use default values when these are 0.
+ Size2i size = p_size == Size2i(0, 0) ? internal_size : p_size;
+ uint32_t layers = p_layers == 0 ? view_count : p_layers;
+ uint32_t mipmaps = p_mipmaps == 0 ? 1 : p_mipmaps;
+
+ // Create our texture
+ RD::TextureFormat tf;
+ tf.format = p_data_format;
+ if (layers > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ }
+
+ tf.width = size.x;
+ tf.height = size.y;
+ tf.depth = 1;
+ tf.array_layers = layers;
+ tf.mipmaps = mipmaps;
+ tf.usage_bits = p_usage_bits;
+ tf.samples = p_texture_samples;
+
+ return create_texture_from_format(p_context, p_texture_name, tf, RD::TextureView(), p_unique);
+}
+
+RID RenderSceneBuffersRD::create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const RD::TextureFormat &p_texture_format, RD::TextureView p_view, bool p_unique) {
+ // TODO p_unique, if p_unique is true, this is a texture that can be shared. This will be implemented later as an optimisation.
+
+ NTKey key(p_context, p_texture_name);
+
+ // check if this is a known texture
+ if (named_textures.has(key)) {
+ return named_textures[key].texture;
+ }
+
+ // Add a new entry..
+ NamedTexture &named_texture = named_textures[key];
+ named_texture.format = p_texture_format;
+ named_texture.is_unique = p_unique;
+ named_texture.texture = RD::get_singleton()->texture_create(p_texture_format, p_view);
+
+ Array arr;
+ arr.push_back(p_context);
+ arr.push_back(p_texture_name);
+ RD::get_singleton()->set_resource_name(named_texture.texture, String("RenderBuffer {0}/{1}").format(arr));
+
+ update_sizes(named_texture);
+
+ // The rest is lazy created..
+
+ return named_texture.texture;
+}
+
+RID RenderSceneBuffersRD::create_texture_view(const StringName &p_context, const StringName &p_texture_name, const StringName p_view_name, RD::TextureView p_view) {
+ NTKey view_key(p_context, p_view_name);
+
+ // check if this is a known texture
+ if (named_textures.has(view_key)) {
+ return named_textures[view_key].texture;
+ }
+
+ NTKey key(p_context, p_texture_name);
+
+ ERR_FAIL_COND_V(!named_textures.has(key), RID());
+
+ NamedTexture &named_texture = named_textures[key];
+ NamedTexture &view_texture = named_textures[view_key];
+
+ view_texture.format = named_texture.format;
+ view_texture.is_unique = named_texture.is_unique;
+
+ view_texture.texture = RD::get_singleton()->texture_create_shared(p_view, named_texture.texture);
+
+ Array arr;
+ arr.push_back(p_context);
+ arr.push_back(p_view_name);
+ RD::get_singleton()->set_resource_name(view_texture.texture, String("RenderBuffer View {0}/{1}").format(arr));
+
+ update_sizes(named_texture);
+
+ return view_texture.texture;
+}
+
+RID RenderSceneBuffersRD::get_texture(const StringName &p_context, const StringName &p_texture_name) const {
+ NTKey key(p_context, p_texture_name);
+
+ ERR_FAIL_COND_V(!named_textures.has(key), RID());
+
+ return named_textures[key].texture;
+}
+
+const RD::TextureFormat RenderSceneBuffersRD::get_texture_format(const StringName &p_context, const StringName &p_texture_name) const {
+ NTKey key(p_context, p_texture_name);
+
+ ERR_FAIL_COND_V(!named_textures.has(key), RD::TextureFormat());
+
+ return named_textures[key].format;
+}
+
+RID RenderSceneBuffersRD::get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap) {
+ NTKey key(p_context, p_texture_name);
+
+ // check if this is a known texture
+ ERR_FAIL_COND_V(!named_textures.has(key), RID());
+ NamedTexture &named_texture = named_textures[key];
+ ERR_FAIL_COND_V(named_texture.texture.is_null(), RID());
+
+ // check if we're in bounds
+ ERR_FAIL_UNSIGNED_INDEX_V(p_layer, named_texture.format.array_layers, RID());
+ ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, named_texture.format.mipmaps, RID());
+
+ // if we don't have multiple layers or mipmaps, we can just return our texture as is
+ if (named_texture.format.array_layers == 1 && named_texture.format.mipmaps == 1) {
+ return named_texture.texture;
+ }
+
+ // get our index and make sure we have enough entries in our slices vector
+ uint32_t index = p_layer * named_texture.format.mipmaps + p_mipmap;
+ while (named_texture.slices.size() <= int(index)) {
+ named_texture.slices.push_back(RID());
+ }
+
+ // create our slice if we don't have it already
+ if (named_texture.slices[index].is_null()) {
+ named_texture.slices.ptrw()[index] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), named_texture.texture, p_layer, p_mipmap);
+
+ Array arr;
+ arr.push_back(p_context);
+ arr.push_back(p_texture_name);
+ arr.push_back(itos(p_layer));
+ arr.push_back(itos(p_mipmap));
+ RD::get_singleton()->set_resource_name(named_texture.slices[index], String("RenderBuffer {0}/{1} slice {2}/{3}").format(arr));
+ }
+
+ // and return our slice
+ return named_texture.slices[index];
+}
+
+Size2i RenderSceneBuffersRD::get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap) {
+ NTKey key(p_context, p_texture_name);
+
+ // check if this is a known texture
+ ERR_FAIL_COND_V(!named_textures.has(key), Size2i());
+ NamedTexture &named_texture = named_textures[key];
+ ERR_FAIL_COND_V(named_texture.texture.is_null(), Size2i());
+
+ // check if we're in bounds
+ ERR_FAIL_UNSIGNED_INDEX_V(p_layer, named_texture.format.array_layers, Size2i());
+ ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, named_texture.format.mipmaps, Size2i());
+
+ // get our index
+ uint32_t index = p_layer * named_texture.format.mipmaps + p_mipmap;
+
+ // and return our size
+ return named_texture.sizes[index];
+}
+
+void RenderSceneBuffersRD::clear_context(const StringName &p_context) {
+ Vector<NTKey> to_free; // free these
+
+ // Find all entries for our context, we don't want to free them yet or our loop fails.
+ for (KeyValue<NTKey, NamedTexture> &E : named_textures) {
+ if (E.key.context == p_context) {
+ to_free.push_back(E.key);
+ }
+ }
+
+ // Now free these and remove them from our textures
+ for (NTKey &key : to_free) {
+ free_named_texture(named_textures[key]);
+ named_textures.erase(key);
+ }
+}
+
+// Allocate shared buffers
+void RenderSceneBuffersRD::allocate_blur_textures() {
+ if (has_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0)) {
+ // already allocated...
+ return;
+ }
+
+ uint32_t mipmaps_required = Image::get_image_required_mipmaps(internal_size.x, internal_size.y, Image::FORMAT_RGBAH);
+
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ if (can_be_storage) {
+ usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
+ } else {
+ usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
+
+ create_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, base_data_format, usage_bits, RD::TEXTURE_SAMPLES_1, internal_size, view_count, mipmaps_required);
+ create_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, base_data_format, usage_bits, RD::TEXTURE_SAMPLES_1, Size2i(internal_size.x >> 1, internal_size.y >> 1), view_count, mipmaps_required - 1);
+
+ // if !can_be_storage we need a half width version
+ if (!can_be_storage) {
+ create_texture(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, base_data_format, usage_bits, RD::TEXTURE_SAMPLES_1, Size2i(internal_size.x >> 1, internal_size.y), 1, mipmaps_required);
+ }
+
+ // TODO redo this:
+ if (!can_be_storage) {
+ // create 4 weight textures, 2 full size, 2 half size
+
+ RD::TextureFormat tf;
+ 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 = internal_size.x;
+ tf.height = internal_size.y;
+ 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 == 1) {
+ texture = get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
+ } else if (i == 2) {
+ texture = get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
+ } else if (i == 3) {
+ texture = get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
+ }
+
+ // create weight texture
+ weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ // create frame buffer
+ Vector<RID> fb;
+ if (i != 0) {
+ fb.push_back(texture);
+ }
+ fb.push_back(weight_buffers[i].weight);
+ weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
+
+ if (i == 1) {
+ // next 2 are half size
+ tf.width = MAX(1u, tf.width >> 1);
+ tf.height = MAX(1u, tf.height >> 1);
+ }
+ }
+ }
+}
+
+// Data buffers
+
+bool RenderSceneBuffersRD::has_custom_data(const StringName &p_name) {
+ return data_buffers.has(p_name);
+}
+
+void RenderSceneBuffersRD::set_custom_data(const StringName &p_name, Ref<RenderBufferCustomDataRD> p_data) {
+ if (p_data.is_valid()) {
+ data_buffers[p_name] = p_data;
+ } else if (has_custom_data(p_name)) {
+ data_buffers.erase(p_name);
+ }
+}
+
+Ref<RenderBufferCustomDataRD> RenderSceneBuffersRD::get_custom_data(const StringName &p_name) const {
+ ERR_FAIL_COND_V(!data_buffers.has(p_name), Ref<RenderBufferCustomDataRD>());
+
+ Ref<RenderBufferCustomDataRD> ret = data_buffers[p_name];
+
+ return ret;
+}
+
+// Velocity texture.
+
+void RenderSceneBuffersRD::ensure_velocity() {
+ if (!has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY)) {
+ uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
+ uint32_t msaa_usage_bits = usage_bits | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+
+ const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
+ RD::TEXTURE_SAMPLES_1,
+ RD::TEXTURE_SAMPLES_2,
+ RD::TEXTURE_SAMPLES_4,
+ RD::TEXTURE_SAMPLES_8,
+ };
+
+ create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA, RD::DATA_FORMAT_R16G16_SFLOAT, msaa_usage_bits, ts[msaa_3d]);
+ }
+
+ create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY, RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);
+ }
+}
+
+RID RenderSceneBuffersRD::get_velocity_buffer(bool p_get_msaa) {
+ if (p_get_msaa) {
+ if (!has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA)) {
+ return RID();
+ } else {
+ return get_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA);
+ }
+ } else {
+ if (!has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY)) {
+ return RID();
+ } else {
+ return get_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY);
+ }
+ }
+}
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
new file mode 100644
index 0000000000..adaf075f80
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
@@ -0,0 +1,256 @@
+/*************************************************************************/
+/* render_scene_buffers_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 RENDER_SCENE_BUFFERS_RD_H
+#define RENDER_SCENE_BUFFERS_RD_H
+
+#include "core/templates/hash_map.h"
+#include "servers/rendering/renderer_rd/effects/vrs.h"
+#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
+#include "servers/rendering/renderer_scene.h"
+#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/storage/render_scene_buffers.h"
+
+// These can be retired in due time
+#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
+#include "servers/rendering/renderer_rd/effects/ss_effects.h"
+#include "servers/rendering/renderer_rd/environment/fog.h"
+
+#define RB_SCOPE_BUFFERS SNAME("render_buffers")
+#define RB_SCOPE_VRS SNAME("VRS")
+
+#define RB_TEXTURE SNAME("texture")
+#define RB_TEX_COLOR SNAME("color")
+#define RB_TEX_COLOR_MSAA SNAME("color_msaa")
+#define RB_TEX_DEPTH SNAME("depth")
+#define RB_TEX_DEPTH_MSAA SNAME("depth_msaa")
+#define RB_TEX_VELOCITY SNAME("velocity")
+#define RB_TEX_VELOCITY_MSAA SNAME("velocity_msaa")
+
+#define RB_TEX_BLUR_0 SNAME("blur_0")
+#define RB_TEX_BLUR_1 SNAME("blur_1")
+#define RB_TEX_HALF_BLUR SNAME("half_blur") // only for raster!
+
+#define RB_TEX_BACK_DEPTH SNAME("back_depth")
+
+class RenderSceneBuffersRD : public RenderSceneBuffers {
+ GDCLASS(RenderSceneBuffersRD, RenderSceneBuffers);
+
+private:
+ bool can_be_storage = true;
+ uint32_t max_cluster_elements = 512;
+ RD::DataFormat base_data_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ RendererRD::SSEffects *sse = nullptr;
+ RendererRD::VRS *vrs = nullptr;
+ uint64_t auto_exposure_version = 1;
+
+ // Our render target represents our final destination that we display on screen.
+ RID render_target;
+ Size2i target_size = Size2i(0, 0);
+ uint32_t view_count = 1;
+
+ // 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);
+ float fsr_sharpness = 0.2f;
+
+ // Aliassing settings
+ RS::ViewportMSAA msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
+ RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
+ bool use_taa = false;
+ bool use_debanding = false;
+
+ // Named Textures
+
+ struct NTKey {
+ StringName context;
+ StringName buffer_name;
+
+ bool operator==(const NTKey &p_val) const {
+ return (context == p_val.context) && (buffer_name == p_val.buffer_name);
+ }
+
+ static uint32_t hash(const NTKey &p_val) {
+ // FIXME, properly hash two stringnames together
+ uint32_t h = p_val.context.hash();
+ h = hash_murmur3_one_32(p_val.buffer_name.hash(), h);
+ return hash_fmix32(h);
+ }
+
+ NTKey() {}
+ NTKey(const StringName p_context, const StringName p_texture_name) {
+ context = p_context;
+ buffer_name = p_texture_name;
+ }
+ };
+
+ struct NamedTexture {
+ // Cache the data used to create our texture
+ RD::TextureFormat format;
+ bool is_unique; // If marked as unique, we return it into our pool
+
+ // Our texture objects, slices are lazy (i.e. only created when requested).
+ RID texture;
+ Vector<RID> slices;
+ Vector<Size2i> sizes;
+ };
+
+ mutable HashMap<NTKey, NamedTexture, NTKey> named_textures;
+ void update_sizes(NamedTexture &p_named_texture);
+ void free_named_texture(NamedTexture &p_named_texture);
+
+ // Data buffers
+ mutable HashMap<StringName, Ref<RenderBufferCustomDataRD>> data_buffers;
+
+protected:
+ static void _bind_methods();
+
+public:
+ RenderSceneBuffersRD();
+ virtual ~RenderSceneBuffersRD();
+
+ // info from our renderer
+ void set_can_be_storage(const bool p_can_be_storage) { can_be_storage = p_can_be_storage; }
+ void set_max_cluster_elements(const uint32_t p_max_elements) { max_cluster_elements = p_max_elements; }
+ void set_base_data_format(const RD::DataFormat p_base_data_format) { base_data_format = p_base_data_format; }
+ RD::DataFormat get_base_data_format() const { return base_data_format; }
+ void set_sseffects(RendererRD::SSEffects *p_ss_effects) { sse = p_ss_effects; }
+ 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 set_fsr_sharpness(float p_fsr_sharpness) override;
+ virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override;
+ virtual void set_use_debanding(bool p_use_debanding) override;
+
+ // Named Textures
+
+ bool has_texture(const StringName &p_context, const StringName &p_texture_name) const;
+ RID create_texture(const StringName &p_context, const StringName &p_texture_name, const RD::DataFormat p_data_format, const uint32_t p_usage_bits, const RD::TextureSamples p_texture_samples = RD::TEXTURE_SAMPLES_1, const Size2i p_size = Size2i(0, 0), const uint32_t p_layers = 0, const uint32_t p_mipmaps = 1, bool p_unique = true);
+ RID create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const RD::TextureFormat &p_texture_format, RD::TextureView p_view = RD::TextureView(), bool p_unique = true);
+ RID create_texture_view(const StringName &p_context, const StringName &p_texture_name, const StringName p_view_name, RD::TextureView p_view = RD::TextureView());
+ RID get_texture(const StringName &p_context, const StringName &p_texture_name) const;
+ const RD::TextureFormat get_texture_format(const StringName &p_context, const StringName &p_texture_name) const;
+ RID get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap);
+ Size2i get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap);
+
+ void clear_context(const StringName &p_context);
+
+ // Allocate shared buffers
+ void allocate_blur_textures();
+
+ // Custom data
+ bool has_custom_data(const StringName &p_name);
+ void set_custom_data(const StringName &p_name, Ref<RenderBufferCustomDataRD> p_data);
+ Ref<RenderBufferCustomDataRD> get_custom_data(const StringName &p_name) const;
+
+ // Getters
+
+ _FORCE_INLINE_ RID get_render_target() const { return render_target; }
+ _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_ 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; }
+ _FORCE_INLINE_ bool get_use_taa() const { return use_taa; }
+ _FORCE_INLINE_ bool get_use_debanding() const { return use_debanding; }
+
+ uint64_t get_auto_exposure_version() const { return auto_exposure_version; }
+ void set_auto_exposure_version(const uint64_t p_auto_exposure_version) { auto_exposure_version = p_auto_exposure_version; }
+
+ // For our internal textures we provide some easy access methods.
+
+ _FORCE_INLINE_ RID get_internal_texture() const {
+ return get_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR);
+ }
+ _FORCE_INLINE_ RID get_internal_texture(const uint32_t p_layer) {
+ return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_COLOR, p_layer, 0);
+ }
+
+ _FORCE_INLINE_ RID get_depth_texture() const {
+ return get_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH);
+ }
+ _FORCE_INLINE_ RID get_depth_texture(const uint32_t p_layer) {
+ return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_DEPTH, p_layer, 0);
+ }
+
+ // back buffer (color)
+ RID get_back_buffer_texture() const { return has_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0) ? get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0) : RID(); } // We (re)use our blur texture here.
+
+ // Velocity, currently only used by TAA (Clustered) but we'll be using this in other places soon too.
+
+ void ensure_velocity();
+ bool has_velocity_buffer(bool p_has_msaa) { return has_texture(RB_SCOPE_BUFFERS, p_has_msaa ? RB_TEX_VELOCITY_MSAA : RB_TEX_VELOCITY); }
+ RID get_velocity_buffer(bool p_get_msaa);
+ RID get_velocity_buffer(bool p_get_msaa, uint32_t p_layer) { return get_texture_slice(RB_SCOPE_BUFFERS, p_get_msaa ? RB_TEX_VELOCITY_MSAA : RB_TEX_VELOCITY, p_layer, 0); }
+
+ ////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ // Everything after this needs to be re-evaluated, this is all old implementation
+
+ ClusterBuilderRD *cluster_builder = nullptr;
+
+ struct WeightBuffers {
+ RID weight;
+ RID fb; // FB with both texture and weight writing into one level lower
+ };
+
+ // 2 full size, 2 half size
+ WeightBuffers weight_buffers[4]; // Only used in raster
+
+ struct Luminance {
+ Vector<RID> reduce;
+ RID current;
+
+ // used only on mobile renderer
+ Vector<RID> fb;
+ RID current_fb;
+ } luminance;
+
+ struct SSEffects {
+ RID linear_depth;
+ Vector<RID> linear_depth_slices;
+
+ RID downsample_uniform_set;
+
+ Projection last_frame_projection;
+ Transform3D last_frame_transform;
+
+ RendererRD::SSEffects::SSAORenderBuffers ssao;
+ RendererRD::SSEffects::SSILRenderBuffers ssil;
+ } ss_effects;
+
+ RendererRD::SSEffects::SSRRenderBuffers ssr;
+
+ RID get_ao_texture() const { return ss_effects.ssao.ao_final; }
+ RID get_ssil_texture() const { return ss_effects.ssil.ssil_final; }
+};
+
+#endif // RENDER_SCENE_BUFFERS_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index e20a04ff2a..b87b4d4a0f 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -416,7 +416,10 @@ TextureStorage::TextureStorage() {
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_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ 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;
@@ -2117,6 +2120,11 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
if (rt->color.is_valid()) {
RD::get_singleton()->free(rt->color);
}
+ rt->color_slices.clear(); // these are automatically freed.
+
+ if (rt->color_multisample.is_valid()) {
+ RD::get_singleton()->free(rt->color_multisample);
+ }
if (rt->backbuffer.is_valid()) {
RD::get_singleton()->free(rt->backbuffer);
@@ -2129,6 +2137,7 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
rt->framebuffer = RID();
rt->color = RID();
+ rt->color_multisample = RID();
}
void TextureStorage::_update_render_target(RenderTarget *rt) {
@@ -2150,30 +2159,51 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
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::TextureFormat rd_color_attachment_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;
+ rd_color_attachment_format.format = rt->color_format;
+ rd_color_attachment_format.width = rt->size.width;
+ rd_color_attachment_format.height = rt->size.height;
+ rd_color_attachment_format.depth = 1;
+ rd_color_attachment_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_color_attachment_format.mipmaps = 1;
+ if (rd_color_attachment_format.array_layers > 1) { // why are we not using rt->texture_type ??
+ rd_color_attachment_format.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
} else {
- rd_format.texture_type = RD::TEXTURE_TYPE_2D;
+ rd_color_attachment_format.texture_type = RD::TEXTURE_TYPE_2D;
+ }
+ rd_color_attachment_format.samples = RD::TEXTURE_SAMPLES_1;
+ rd_color_attachment_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ rd_color_attachment_format.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; // FIXME we need this only when FSR is enabled
+ rd_color_attachment_format.shareable_formats.push_back(rt->color_format);
+ rd_color_attachment_format.shareable_formats.push_back(rt->color_format_srgb);
+ if (rt->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ rd_color_attachment_format.is_resolve_buffer = true;
}
- 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);
+ rt->color = RD::get_singleton()->texture_create(rd_color_attachment_format, rd_view);
ERR_FAIL_COND(rt->color.is_null());
Vector<RID> fb_textures;
+
+ if (rt->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ // Use the texture format of the color attachment for the multisample color attachment.
+ RD::TextureFormat rd_color_multisample_format = rd_color_attachment_format;
+ const RD::TextureSamples texture_samples[RS::VIEWPORT_MSAA_MAX] = {
+ RD::TEXTURE_SAMPLES_1,
+ RD::TEXTURE_SAMPLES_2,
+ RD::TEXTURE_SAMPLES_4,
+ RD::TEXTURE_SAMPLES_8,
+ };
+ rd_color_multisample_format.samples = texture_samples[rt->msaa];
+ RD::TextureView rd_view_multisample;
+ rd_color_multisample_format.is_resolve_buffer = false;
+ rt->color_multisample = RD::get_singleton()->texture_create(rd_color_multisample_format, rd_view_multisample);
+ fb_textures.push_back(rt->color_multisample);
+ ERR_FAIL_COND(rt->color_multisample.is_null());
+ }
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()) {
@@ -2332,6 +2362,17 @@ void TextureStorage::render_target_set_as_unused(RID p_render_target) {
rt->was_used = false;
}
+void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (p_msaa == rt->msaa) {
+ return;
+ }
+
+ rt->msaa = p_msaa;
+ _update_render_target(rt);
+}
+
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());
@@ -2353,6 +2394,24 @@ RID TextureStorage::render_target_get_rd_texture(RID p_render_target) {
return rt->color;
}
+RID TextureStorage::render_target_get_rd_texture_slice(RID p_render_target, uint32_t p_layer) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ if (rt->view_count == 1) {
+ return rt->color;
+ } else {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_layer, rt->view_count, RID());
+ if (rt->color_slices.size() == 0) {
+ for (uint32_t v = 0; v < rt->view_count; v++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->color, v, 0);
+ rt->color_slices.push_back(slice);
+ }
+ }
+ return rt->color_slices[p_layer];
+ }
+}
+
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());
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
index 682c951f63..a3acad30f3 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
@@ -254,6 +254,10 @@ private:
uint32_t view_count;
RID framebuffer;
RID color;
+ Vector<RID> color_slices;
+ RID color_multisample; // Needed when MSAA is enabled.
+
+ RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
//used for retrieving from CPU
RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
@@ -556,6 +560,7 @@ public:
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;
+ virtual void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) 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);
@@ -585,6 +590,7 @@ public:
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_texture_slice(RID p_render_target, uint32_t p_layer);
RID render_target_get_rd_backbuffer(RID p_render_target);
RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target);
diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
index fcef2f24bf..b80bcd514f 100644
--- a/servers/rendering/renderer_rd/storage_rd/utilities.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
@@ -155,8 +155,8 @@ void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance
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);
+ Dependency *dependency = GI::get_singleton()->voxel_gi_get_dependency(p_base);
+ p_instance->update_dependency(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);