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-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp73
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h7
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp430
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h21
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp7
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp135
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h17
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp203
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp67
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h62
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/shader_rd.h4
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl37
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl41
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl16
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl32
23 files changed, 926 insertions, 284 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 699f4a4b90..c609f25e31 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -70,6 +70,28 @@ RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
return uniform_set;
}
+RID EffectsRD::_get_uniform_set_for_input(RID p_texture) {
+ if (input_to_uniform_set_cache.has(p_texture)) {
+ RID uniform_set = input_to_uniform_set_cache[p_texture];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT;
+ u.binding = 0;
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ // This is specific to our subpass shader
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, TONEMAP_MODE_SUBPASS), 0);
+
+ input_to_uniform_set_cache[p_texture] = uniform_set;
+
+ return uniform_set;
+}
+
RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
if (texture_to_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_uniform_set_cache[p_texture];
@@ -85,7 +107,7 @@ RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps)
u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
u.ids.push_back(p_texture);
uniforms.push_back(u);
- //anything with the same configuration (one texture in binding 0 for set 0), is good
+ // anything with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
@@ -778,11 +800,11 @@ void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Tone
if (p_settings.view_count > 1) {
// Use MULTIVIEW versions
- mode += 4;
+ mode += 6;
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer), false, RD::get_singleton()->draw_list_get_current_pass()));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2);
@@ -794,6 +816,45 @@ void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Tone
RD::get_singleton()->draw_list_end();
}
+void EffectsRD::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings) {
+ memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
+
+ tonemap.push_constant.use_bcs = p_settings.use_bcs;
+ tonemap.push_constant.bcs[0] = p_settings.brightness;
+ tonemap.push_constant.bcs[1] = p_settings.contrast;
+ tonemap.push_constant.bcs[2] = p_settings.saturation;
+
+ ERR_FAIL_COND_MSG(p_settings.use_glow, "Glow is not supported when using subpasses.");
+ tonemap.push_constant.use_glow = p_settings.use_glow;
+
+ int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS;
+ if (p_settings.view_count > 1) {
+ // Use MULTIVIEW versions
+ mode += 6;
+ }
+
+ tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
+ tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
+ tonemap.push_constant.exposure = p_settings.exposure;
+ tonemap.push_constant.white = p_settings.white;
+ tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+
+ tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
+
+ tonemap.push_constant.use_debanding = p_settings.use_debanding;
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass()));
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_for_input(p_source_color), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1); // should be set to a default texture, it's ignored
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2); // should be set to a default texture, it's ignored
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
+
+ RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
+ RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
+}
+
void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer.");
@@ -1813,12 +1874,16 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
tonemap_modes.push_back("\n#define USE_1D_LUT\n");
tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define SUBPASS\n");
+ tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n");
// multiview versions of our shaders
tonemap_modes.push_back("\n#define MULTIVIEW\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n");
tonemap.shader.initialize(tonemap_modes);
@@ -1827,6 +1892,8 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false);
tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false);
tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, false);
}
tonemap.shader_version = tonemap.shader.version_create();
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index eff891571a..79d9a8b738 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -238,11 +238,15 @@ private:
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
TONEMAP_MODE_1D_LUT,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
+ TONEMAP_MODE_SUBPASS,
+ TONEMAP_MODE_SUBPASS_1D_LUT,
TONEMAP_MODE_NORMAL_MULTIVIEW,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW,
TONEMAP_MODE_1D_LUT_MULTIVIEW,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW,
+ TONEMAP_MODE_SUBPASS_MULTIVIEW,
+ TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW,
TONEMAP_MODE_MAX
};
@@ -718,6 +722,7 @@ private:
RID index_array;
Map<RID, RID> texture_to_uniform_set_cache;
+ Map<RID, RID> input_to_uniform_set_cache;
Map<RID, RID> image_to_uniform_set_cache;
@@ -751,6 +756,7 @@ private:
Map<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
RID _get_uniform_set_from_image(RID p_texture);
+ RID _get_uniform_set_for_input(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler);
@@ -842,6 +848,7 @@ public:
};
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
+ void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
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 ac20515c28..0d304556c2 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -183,7 +183,7 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
}
}
-void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
+void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
clear();
ERR_FAIL_COND_MSG(p_view_count != 1, "Multiple views is currently not supported in this renderer, please use the mobile renderer for VR support");
@@ -483,8 +483,8 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
}
if (material_uniform_set != prev_material_uniform_set) {
- //update uniform set
- if (material_uniform_set.is_valid()) {
+ // Update uniform set.
+ if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
}
@@ -1555,6 +1555,14 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
RD::get_singleton()->draw_command_end_label();
+
+ if (p_render_data->render_buffers.is_valid()) {
+ _debug_draw_cluster(p_render_data->render_buffers);
+
+ RENDER_TIMESTAMP("Tonemap");
+
+ _render_buffers_post_process_and_tonemap(p_render_data);
+ }
}
void RenderForwardClustered::_render_shadow_begin() {
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 6682c5e9b0..676f633d33 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -112,7 +112,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void ensure_specular();
void ensure_voxelgi();
void clear();
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
~RenderBufferDataForwardClustered();
};
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 333e87bdbd..89d14e871a 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
@@ -131,8 +131,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
-
- ERR_FAIL_COND(err != OK);
+ if (err != OK) {
+ return;
+ }
if (version.is_null()) {
version = shader_singleton->shader.version_create();
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 4725599148..f810ae2454 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -78,12 +78,16 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
color = RID();
depth = RID();
- color_fb = RID();
+ for (int i = 0; i < FB_CONFIG_MAX; i++) {
+ color_fbs[i] = RID();
+ }
}
-void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
+void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
clear();
+ bool is_half_resolution = false; // Set this once we support this feature.
+
msaa = p_msaa;
width = p_width;
@@ -93,15 +97,50 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
color = p_color_buffer;
depth = p_depth_buffer;
- RD::DataFormat color_format = RenderForwardMobile::singleton->_render_buffers_get_color_format();
+ // We are creating 4 configurations here for our framebuffers.
if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
Vector<RID> fb;
- fb.push_back(p_color_buffer);
- fb.push_back(depth);
+ fb.push_back(p_color_buffer); // 0 - color buffer
+ fb.push_back(depth); // 1 - depth buffer
+
+ // Now define our subpasses
+ Vector<RD::FramebufferPass> passes;
+ RD::FramebufferPass pass;
+
+ // re-using the same attachments
+ pass.color_attachments.push_back(0);
+ pass.depth_attachment = 1;
+
+ // - 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);
+
+ // - 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);
+
+ // - 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);
- color_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
+ if (!is_half_resolution) {
+ // - add blit to 2D pass
+ fb.push_back(p_target_buffer); // 2 - target buffer
+
+ RD::FramebufferPass blit_pass;
+ blit_pass.color_attachments.push_back(2);
+ blit_pass.input_attachments.push_back(0);
+ passes.push_back(blit_pass);
+
+ 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();
+
RD::TextureFormat tf;
if (view_count > 1) {
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
@@ -134,14 +173,87 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
{
Vector<RID> fb;
- fb.push_back(color_msaa);
- fb.push_back(depth_msaa);
+ fb.push_back(color_msaa); // 0 - msaa color buffer
+ fb.push_back(depth_msaa); // 1 - msaa depth buffer
+
+ // Now define our subpasses
+ Vector<RD::FramebufferPass> passes;
+ RD::FramebufferPass pass;
+
+ // re-using the same attachments
+ pass.color_attachments.push_back(0);
+ pass.depth_attachment = 1;
+
+ // - opaque pass
+ passes.push_back(pass);
+
+ // - add sky pass
+ fb.push_back(color); // 2 - color buffer
+ passes.push_back(pass); // without resolve for our 3 + 4 subpass config
+ {
+ // but with resolve for our 2 subpass config
+ Vector<RD::FramebufferPass> two_passes;
+ two_passes.push_back(pass); // opaque subpass without resolve
+ pass.resolve_attachments.push_back(2);
+ two_passes.push_back(pass); // sky subpass with resolve
+
+ color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, two_passes, RenderingDevice::INVALID_ID, view_count);
+ }
+
+ // - 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);
- color_fb = RD::get_singleton()->framebuffer_create(fb, 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);
+ }
+
+ if (!is_half_resolution) {
+ // - add blit to 2D pass
+ fb.push_back(p_target_buffer); // 3 - target buffer
+ RD::FramebufferPass blit_pass;
+ blit_pass.color_attachments.push_back(3);
+ blit_pass.input_attachments.push_back(2);
+ passes.push_back(blit_pass);
+
+ 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();
+ }
}
}
}
+RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
+ // Our attachments
+ Vector<RID> fb;
+ fb.push_back(p_color); // 0
+ fb.push_back(p_depth); // 1
+
+ // Now define our subpasses
+ Vector<RD::FramebufferPass> passes;
+ RD::FramebufferPass pass;
+
+ // re-using the same attachments
+ pass.color_attachments.push_back(0);
+ pass.depth_attachment = 1;
+
+ // - opaque pass
+ passes.push_back(pass);
+
+ // - sky pass
+ passes.push_back(pass);
+
+ // - alpha pass
+ passes.push_back(pass);
+
+ return RD::get_singleton()->framebuffer_create_multipass(fb, passes);
+}
+
RenderForwardMobile::RenderBufferDataForwardMobile::~RenderBufferDataForwardMobile() {
clear();
}
@@ -365,14 +477,29 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
scene_state.ubo.viewport_size[1] = vp_he.y;
scene_state.ubo.directional_light_count = 0;
+ // We can only use our full subpass approach if we're:
+ // - not reading from SCREEN_TEXTURE/DEPTH_TEXTURE
+ // - not using ssr/sss (currently not supported)
+ // - not using glow or other post effects (can't do 4th subpass)
+ // - rendering to a half sized render buffer (can't do 4th subpass)
+ // We'll need to restrict how far we're going with subpasses based on this.
+
Size2i screen_size;
- RID opaque_framebuffer;
- RID alpha_framebuffer;
+ RID framebuffer;
bool reverse_cull = false;
+ bool using_subpass_transparent = true;
+ bool using_subpass_post_process = true;
- // I don't think we support either of these in our mobile renderer so probably should phase them out
- bool using_ssr = false;
- bool using_sss = false;
+ bool is_half_resolution = false; // Set this once we support this feature.
+ bool using_ssr = false; // I don't think we support this in our mobile renderer so probably should phase it out
+ bool using_sss = false; // I don't think we support this in our mobile renderer so probably should phase it out
+
+ // fill our render lists early so we can find out if we use various features
+ _fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR);
+ render_list[RENDER_LIST_OPAQUE].sort_by_key();
+ render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
+ _fill_element_info(RENDER_LIST_OPAQUE);
+ _fill_element_info(RENDER_LIST_ALPHA);
if (p_render_data->render_info) {
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = p_render_data->instances->size();
@@ -384,15 +511,36 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
screen_size.x = render_buffer->width;
screen_size.y = render_buffer->height;
- opaque_framebuffer = render_buffer->color_fb;
- alpha_framebuffer = opaque_framebuffer;
+ if (is_half_resolution) {
+ // can't do blit subpass
+ using_subpass_post_process = false;
+ } else if (env && (env->glow_enabled || env->auto_exposure || camera_effects_uses_dof(p_render_data->camera_effects))) {
+ // can't do blit subpass
+ using_subpass_post_process = false;
+ }
+
+ if (using_ssr || using_sss || scene_state.used_screen_texture || scene_state.used_depth_texture) {
+ // can't use our last two subpasses
+ using_subpass_transparent = false;
+ using_subpass_post_process = false;
+ }
+
+ if (using_subpass_post_process) {
+ // all as subpasses
+ framebuffer = render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES];
+ } else if (using_subpass_transparent) {
+ // our tonemap pass is separate
+ framebuffer = render_buffer->color_fbs[FB_CONFIG_THREE_SUBPASSES];
+ } else {
+ // only opaque and sky as subpasses
+ framebuffer = render_buffer->color_fbs[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);
screen_size.x = resolution;
screen_size.y = resolution;
- opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
- alpha_framebuffer = opaque_framebuffer;
+ framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
p_render_data->environment = RID(); //no environment on interiors
@@ -400,6 +548,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
reverse_cull = true;
+ using_subpass_transparent = true; // we ignore our screen/depth texture here
+ using_subpass_post_process = false; // not applicable at all for reflection probes.
} else {
ERR_FAIL(); //bug?
}
@@ -411,17 +561,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
- _fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR);
- render_list[RENDER_LIST_OPAQUE].sort_by_key();
- render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
-
- // we no longer use this...
- _fill_instance_data(RENDER_LIST_OPAQUE);
- _fill_instance_data(RENDER_LIST_ALPHA);
-
- RD::get_singleton()->draw_command_end_label();
-
- // note, no depth prepass here!
+ RD::get_singleton()->draw_command_end_label(); // Render Setup
// setup environment
RID radiance_texture;
@@ -496,97 +636,201 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// do not try to draw sky if invalid
draw_sky = false;
}
- RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_command_end_label(); // Setup Sky
}
} else {
clear_color = p_default_bg_color;
}
- // opaque pass
+ // update sky buffers (if required)
+ if (draw_sky || draw_sky_fog_only) {
+ // !BAS! @TODO See if we can limit doing some things double and maybe even move this into _pre_opaque_render
+ // and change Forward Clustered in the same way as we have here (but without using subpasses)
+ RENDER_TIMESTAMP("Setup Sky resolution buffers");
+
+ RD::get_singleton()->draw_command_begin_label("Setup Sky resolution buffers");
+
+ if (p_render_data->reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ CameraMatrix projection = correction * p_render_data->cam_projection;
+ sky.update_res_buffers(env, 1, &projection, p_render_data->cam_transform, time);
+ } else {
+ sky.update_res_buffers(env, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
+ }
- // !BAS! Look into this, seems most of the code in here related to clustered only, may want to move this code into ForwardClustered/RenderForwardMobile before calling it from here
- // does trigger shadow map rendering so kinda important
_pre_opaque_render(p_render_data, false, false, RID(), RID());
- RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
+ {
+ if (render_buffer) {
+ RD::get_singleton()->draw_command_begin_label("Render 3D Pass");
+ } else {
+ RD::get_singleton()->draw_command_begin_label("Render Reflection Probe Pass");
+ }
- scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
+ // opaque pass
- _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());
+ RD::get_singleton()->draw_command_begin_label("Render Opaque Subpass");
- RENDER_TIMESTAMP("Render Opaque Pass");
+ scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
- RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
+ _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid());
- bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
- bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
+ if (using_subpass_transparent && using_subpass_post_process) {
+ RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap");
+ } else if (using_subpass_transparent) {
+ RENDER_TIMESTAMP("Render Opaque + Transparent");
+ } else {
+ RENDER_TIMESTAMP("Render Opaque");
+ }
- {
- bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
- bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
- // regular forward for now
- Vector<Color> c;
- c.push_back(clear_color.to_linear());
+ bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture && !using_ssr && !using_sss;
+ bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture && !using_ssr && !using_sss;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
- _render_list_with_threads(&render_list_params, opaque_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
- }
+ {
+ // regular forward for now
+ Vector<Color> c;
+ c.push_back(clear_color.to_linear()); // our render buffer
+ if (render_buffer) {
+ if (render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ c.push_back(clear_color.to_linear()); // our resolve buffer
+ }
+ if (using_subpass_post_process) {
+ c.push_back(Color()); // our 2D buffer we're copying into
+ }
+ }
- RD::get_singleton()->draw_command_end_label();
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ render_list_params.framebuffer_format = fb_format;
+ if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
+ // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ _render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
+ }
+ }
- if (draw_sky || draw_sky_fog_only) {
- RENDER_TIMESTAMP("Render Sky");
+ RD::get_singleton()->draw_command_end_label(); //Render Opaque Subpass
- RD::get_singleton()->draw_command_begin_label("Draw Sky");
+ if (draw_sky || draw_sky_fog_only) {
+ RD::get_singleton()->draw_command_begin_label("Draw Sky Subpass");
- if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
- correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_render_data->cam_projection;
- sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, 1, &projection, p_render_data->cam_transform, time);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
+
+ if (p_render_data->reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ CameraMatrix projection = correction * p_render_data->cam_projection;
+ sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time);
+ } else {
+ sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
+
+ // note, if MSAA is used in 2-subpass approach we should get an automatic resolve here
} else {
- sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ // switch to subpass but we do nothing here so basically we skip (though this should trigger resolve with 2-subpass MSAA).
+ RD::get_singleton()->draw_list_switch_to_next_pass();
}
- RD::get_singleton()->draw_command_end_label();
- }
- if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
- /*
- if (using_separate_specular) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
+ if (!using_subpass_transparent) {
+ // We're done with our subpasses so end our container pass
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+
+ RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
}
- */
- }
- if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
- }
+ // transparent pass
- // transparent pass
- RENDER_TIMESTAMP("Render Transparent Pass");
+ RD::get_singleton()->draw_command_begin_label("Render Transparent Subpass");
- RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
+ rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
- rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
+ if (using_subpass_transparent) {
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ render_list_params.framebuffer_format = fb_format;
+ if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
+ // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_switch_to_next_pass_split(thread_draw_lists.size(), thread_draw_lists.ptr());
+ render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
+ render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
+ _render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
+ }
- _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
+ RD::get_singleton()->draw_command_end_label(); // Render Transparent Subpass
- {
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
- _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);
+ // 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);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
+
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ } else {
+ RENDER_TIMESTAMP("Render Transparent");
+
+ framebuffer = render_buffer->color_fbs[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);
+
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ render_list_params.framebuffer_format = fb_format;
+ if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
+ // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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);
+ _render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Render Transparent Subpass
+ }
}
- RD::get_singleton()->draw_command_end_label();
+ if (render_buffer && !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
+ RENDER_TIMESTAMP("Tonemap");
- RD::get_singleton()->draw_command_begin_label("Resolve");
+ _render_buffers_post_process_and_tonemap(p_render_data);
- if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ RD::get_singleton()->draw_command_end_label(); // Post process pass
}
- RD::get_singleton()->draw_command_end_label();
+ if (render_buffer) {
+ _disable_clear_request(p_render_data);
+ }
}
/* these are being called from RendererSceneRenderRD::_pre_opaque_render */
@@ -635,7 +879,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode, true);
uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from;
render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size);
- _fill_instance_data(RENDER_LIST_SECONDARY, render_list_from, render_list_size, false);
+ _fill_element_info(RENDER_LIST_SECONDARY, render_list_from, render_list_size);
{
//regular forward for now
@@ -713,7 +957,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
- _fill_instance_data(RENDER_LIST_SECONDARY);
+ _fill_element_info(RENDER_LIST_SECONDARY);
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
@@ -754,7 +998,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
- _fill_instance_data(RENDER_LIST_SECONDARY);
+ _fill_element_info(RENDER_LIST_SECONDARY);
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
@@ -827,7 +1071,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
- _fill_instance_data(RENDER_LIST_SECONDARY);
+ _fill_element_info(RENDER_LIST_SECONDARY);
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
@@ -1413,9 +1657,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
}
-void RenderForwardMobile::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
- // !BAS! Rename this to make clear this is not the same as with the forward renderer and remove p_update_buffer?
-
+void RenderForwardMobile::_fill_element_info(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements) {
RenderList *rl = &render_list[p_render_list];
uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size();
@@ -1669,7 +1911,7 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
prev_index_array_rd = index_array_rd;
}
- RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
+ RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe, p_params->subpass);
if (pipeline_rd != prev_pipeline_rd) {
// checking with prev shader does not make so much sense, as
@@ -1684,8 +1926,8 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
}
if (material_uniform_set != prev_material_uniform_set) {
- //update uniform set
- if (material_uniform_set.is_valid()) {
+ // Update uniform set.
+ if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
}
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 973925d562..b981592840 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -92,6 +92,18 @@ 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;
@@ -104,12 +116,12 @@ protected:
RID depth_msaa;
// RID normal_roughness_buffer_msaa;
- RID color_fb;
+ RID color_fbs[FB_CONFIG_MAX];
int width, height;
uint32_t view_count;
void clear();
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
~RenderBufferDataForwardMobile();
};
@@ -152,6 +164,7 @@ protected:
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
uint32_t barrier = RD::BARRIER_MASK_ALL;
+ uint32_t subpass = 0;
RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
elements = p_elements;
@@ -195,7 +208,7 @@ protected:
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override;
void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false);
- void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
+ void _fill_element_info(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1);
// void _update_instance_data_buffer(RenderListType p_render_list);
static RenderForwardMobile *singleton;
@@ -576,6 +589,8 @@ protected:
void _update_shader_quality_settings() override;
public:
+ virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth) override;
+
static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 18c1fe02a0..14b2768c29 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -480,6 +480,10 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
case Item::Command::TYPE_RECT: {
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
+ if (rect->flags & CANVAS_RECT_TILE) {
+ current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
+ }
+
//bind pipeline
{
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
@@ -1089,7 +1093,8 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
if (material_data) {
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
pipeline_variants = &material_data->shader_data->pipeline_variants;
- if (material_data->uniform_set.is_valid()) {
+ // Update uniform set.
+ if (RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
}
} else {
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 15b3b77ed9..8639362da9 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -80,7 +80,7 @@ protected:
Map<RID, RID> render_target_descriptors;
double time;
- float delta;
+ double delta;
static uint64_t frame;
@@ -100,7 +100,7 @@ public:
void finalize();
_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
- _ALWAYS_INLINE_ float get_frame_delta_time() const { return delta; }
+ _ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
_ALWAYS_INLINE_ double get_total_time() const { return time; }
static Error is_viable() {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index e3516df800..057d108578 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -679,10 +679,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
for (int i = 0; i < atlas->count; i++) {
atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
for (int j = 0; j < 6; j++) {
- Vector<RID> fb;
- fb.push_back(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j]);
- fb.push_back(atlas->depth_buffer);
- atlas->reflections.write[i].fbs[j] = RD::get_singleton()->framebuffer_create(fb);
+ atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
}
}
@@ -728,6 +725,13 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
return true;
}
+RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
+ Vector<RID> fb;
+ fb.push_back(p_color);
+ fb.push_back(p_depth);
+ return RD::get_singleton()->framebuffer_create(fb);
+}
+
bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, false);
@@ -1996,6 +2000,74 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
storage->render_target_disable_clear_request(rb->render_target);
}
+void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
+ RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
+
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
+
+ bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
+
+ EffectsRD::TonemapSettings tonemap;
+
+ if (env) {
+ tonemap.tonemap_mode = env->tone_mapper;
+ tonemap.exposure = env->exposure;
+ tonemap.white = env->white;
+ }
+
+ // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
+ // The problem is that we need to use the result so far and process them before we can
+ // apply this to our results.
+ if (can_use_effects && env && env->glow_enabled) {
+ ERR_FAIL_MSG("Glow is not supported when using subpasses.");
+ }
+ if (can_use_effects && env && env->auto_exposure) {
+ ERR_FAIL_MSG("Glow is not supported when using subpasses.");
+ }
+
+ tonemap.use_glow = false;
+ tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ tonemap.use_auto_exposure = false;
+ tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+
+ tonemap.use_color_correction = false;
+ tonemap.use_1d_color_correction = false;
+ tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+
+ if (can_use_effects && env) {
+ tonemap.use_bcs = env->adjustments_enabled;
+ tonemap.brightness = env->adjustments_brightness;
+ tonemap.contrast = env->adjustments_contrast;
+ tonemap.saturation = env->adjustments_saturation;
+ if (env->adjustments_enabled && env->color_correction.is_valid()) {
+ tonemap.use_color_correction = true;
+ tonemap.use_1d_color_correction = env->use_1d_color_correction;
+ tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
+ }
+ }
+
+ tonemap.use_debanding = rb->use_debanding;
+ tonemap.texture_size = Vector2i(rb->width, rb->height);
+
+ tonemap.view_count = p_render_data->view_count;
+
+ storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ storage->render_target_disable_clear_request(rb->render_target);
+}
+
void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
EffectsRD *effects = storage->get_effects();
@@ -2283,12 +2355,11 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
tf.width = rb->width;
tf.height = rb->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);
+ 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 | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
- } else {
- tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ 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->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
@@ -2326,7 +2397,8 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
}
- rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa, p_view_count);
+ RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
+ rb->data->configure(rb->texture, rb->depth_texture, target_texture, p_width, p_height, p_msaa, p_view_count);
if (is_clustered_enabled()) {
rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
@@ -2705,7 +2777,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
float bias_scale = li->shadow_transform[j].bias_scale;
- light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
+ light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
@@ -2876,14 +2948,10 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.shadow_enabled = true;
if (type == RS::LIGHT_SPOT) {
- light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
- float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
- shadow_texel_size *= light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
-
- light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
+ light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0);
} else { //omni
- light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
+ light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
}
@@ -3846,9 +3914,28 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
_render_scene(&render_data, clear_color);
if (p_render_buffers.is_valid()) {
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
+ /*
+ _debug_draw_cluster(p_render_buffers);
+
+ RENDER_TIMESTAMP("Tonemap");
+
+ _render_buffers_post_process_and_tonemap(&render_data);
+ */
+
+ _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
+ rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
+ }
+ }
+}
+
+void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
+ if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
+ RS::ViewportDebugDraw dd = get_debug_draw_mode();
+
+ if (dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
- switch (debug_draw) {
+ switch (dd) {
case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
break;
@@ -3864,17 +3951,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
default: {
}
}
- if (current_cluster_builder != nullptr) {
- current_cluster_builder->debug(elem_type);
- }
- }
-
- RENDER_TIMESTAMP("Tonemap");
-
- _render_buffers_post_process_and_tonemap(&render_data);
- _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
- rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
+ current_cluster_builder->debug(elem_type);
}
}
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index bb06eb608f..336dd6e1a7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -95,7 +95,7 @@ protected:
double time_step = 0;
struct RenderBufferData {
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) = 0;
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) = 0;
virtual ~RenderBufferData() {}
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
@@ -117,6 +117,7 @@ protected:
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
+ void _debug_draw_cluster(RID p_render_buffers);
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
@@ -133,6 +134,10 @@ protected:
void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
+ void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
+ void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
+ void _disable_clear_request(const RenderDataRD *p_render_data);
+
// needed for a single argument calls (material and uv2)
PagedArrayPool<GeometryInstance *> cull_argument_pool;
PagedArray<GeometryInstance *> cull_argument; //need this to exist
@@ -146,7 +151,7 @@ protected:
} else {
return nullptr;
}
- }
+ };
//used for mobile renderer mostly
@@ -524,7 +529,6 @@ private:
void _allocate_luminance_textures(RenderBuffers *rb);
void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
- void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
/* Cluster */
@@ -923,6 +927,12 @@ public:
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.getornull(p_camera_effects);
+
+ return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
+ }
+
virtual RID light_instance_create(RID p_light) override;
virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
@@ -1065,6 +1075,7 @@ public:
virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
+ virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
uint32_t reflection_probe_instance_get_resolution(RID p_instance);
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index cadf759ec3..9331cab090 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -283,14 +283,17 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_
RD::DrawListID draw_list = p_list;
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format, false, RD::get_singleton()->draw_list_get_current_pass()));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
- if (p_uniform_set.is_valid()) { //material may not have uniform set
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
+ // Update uniform sets.
+ {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
+ if (RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
+ }
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
}
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
@@ -1277,12 +1280,11 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::DrawListID cubemap_draw_list;
for (int i = 0; i < 6; i++) {
- Transform3D local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
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.basis, multiplier, p_transform.origin);
+ _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);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1297,12 +1299,11 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::DrawListID cubemap_draw_list;
for (int i = 0; i < 6; i++) {
- Transform3D local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
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.basis, multiplier, p_transform.origin);
+ _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);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1313,12 +1314,11 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
for (int i = 0; i < 6; i++) {
- Transform3D local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
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.basis, multiplier, p_transform.origin);
+ _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);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1467,6 +1467,179 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
RD::get_singleton()->draw_list_end();
}
+void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+ ERR_FAIL_COND(!p_env);
+
+ ERR_FAIL_COND(p_view_count == 0);
+ ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
+
+ Sky *sky = get_sky(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ SkyMaterialData *material = nullptr;
+ RID sky_material;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(p_env->sky);
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+ }
+
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ SkyShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ Basis sky_transform = p_env->sky_orientation;
+ sky_transform.invert();
+
+ float multiplier = p_env->bg_energy;
+ float custom_fov = p_env->sky_custom_fov;
+
+ // Camera
+ CameraMatrix camera;
+ uint32_t view_count = p_view_count;
+ const CameraMatrix *projections = p_projections;
+
+ if (custom_fov) {
+ // With custom fov we don't support stereo...
+ float near_plane = p_projections[0].get_z_near();
+ float far_plane = p_projections[0].get_z_far();
+ float aspect = p_projections[0].get_aspect();
+
+ camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
+
+ view_count = 1;
+ projections = &camera;
+ }
+
+ sky_transform = p_transform.basis * sky_transform;
+
+ if (shader_data->uses_quarter_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
+
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+
+ Vector<Color> clear_colors;
+ 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);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ if (shader_data->uses_half_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
+
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+
+ Vector<Color> clear_colors;
+ 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);
+ RD::get_singleton()->draw_list_end();
+ }
+}
+
+void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+ ERR_FAIL_COND(!p_env);
+
+ ERR_FAIL_COND(p_view_count == 0);
+ ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
+
+ Sky *sky = get_sky(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ SkyMaterialData *material = nullptr;
+ RID sky_material;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(p_env->sky);
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+ }
+
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ SkyShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ Basis sky_transform = p_env->sky_orientation;
+ sky_transform.invert();
+
+ float multiplier = p_env->bg_energy;
+ float custom_fov = p_env->sky_custom_fov;
+
+ // Camera
+ CameraMatrix camera;
+ uint32_t view_count = p_view_count;
+ const CameraMatrix *projections = p_projections;
+
+ if (custom_fov) {
+ // With custom fov we don't support stereo...
+ float near_plane = p_projections[0].get_z_near();
+ float far_plane = p_projections[0].get_z_far();
+ float aspect = p_projections[0].get_aspect();
+
+ camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
+
+ view_count = 1;
+ projections = &camera;
+ }
+
+ sky_transform = p_transform.basis * sky_transform;
+
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
+
+ RID texture_uniform_set;
+ if (sky) {
+ texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+ } else {
+ 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);
+}
+
void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
if (!p_sky->dirty) {
p_sky->dirty = true;
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index 7e0b01d58e..7b670bddd5 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -295,6 +295,8 @@ public:
void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time);
void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
+ void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
+ void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
void invalidate_sky(Sky *p_sky);
void update_dirty_skys();
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index d5c7db6fd2..096d5563e6 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -3453,6 +3453,7 @@ void RendererStorageRD::multimesh_allocate_data(RID p_multimesh, int p_instances
if (multimesh->buffer.is_valid()) {
RD::get_singleton()->free(multimesh->buffer);
multimesh->buffer = RID();
+ multimesh->uniform_set_2d = RID(); //cleared by dependency
multimesh->uniform_set_3d = RID(); //cleared by dependency
}
@@ -4091,7 +4092,7 @@ void RendererStorageRD::particles_set_amount(RID p_particles, int p_amount) {
particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
}
-void RendererStorageRD::particles_set_lifetime(RID p_particles, float p_lifetime) {
+void RendererStorageRD::particles_set_lifetime(RID p_particles, double p_lifetime) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->lifetime = p_lifetime;
@@ -4103,17 +4104,17 @@ void RendererStorageRD::particles_set_one_shot(RID p_particles, bool p_one_shot)
particles->one_shot = p_one_shot;
}
-void RendererStorageRD::particles_set_pre_process_time(RID p_particles, float p_time) {
+void RendererStorageRD::particles_set_pre_process_time(RID p_particles, double p_time) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->pre_process_time = p_time;
}
-void RendererStorageRD::particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {
+void RendererStorageRD::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->explosiveness = p_ratio;
}
-void RendererStorageRD::particles_set_randomness_ratio(RID p_particles, float p_ratio) {
+void RendererStorageRD::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->randomness = p_ratio;
@@ -4126,7 +4127,7 @@ void RendererStorageRD::particles_set_custom_aabb(RID p_particles, const AABB &p
particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
-void RendererStorageRD::particles_set_speed_scale(RID p_particles, float p_scale) {
+void RendererStorageRD::particles_set_speed_scale(RID p_particles, double p_scale) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
@@ -4169,7 +4170,7 @@ void RendererStorageRD::particles_set_fractional_delta(RID p_particles, bool p_e
particles->fractional_delta = p_enable;
}
-void RendererStorageRD::particles_set_trails(RID p_particles, bool p_enable, float p_length) {
+void RendererStorageRD::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
ERR_FAIL_COND(p_length < 0.1);
@@ -4205,7 +4206,7 @@ void RendererStorageRD::particles_set_trail_bind_poses(RID p_particles, const Ve
particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
}
-void RendererStorageRD::particles_set_collision_base_size(RID p_particles, float p_size) {
+void RendererStorageRD::particles_set_collision_base_size(RID p_particles, real_t p_size) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
@@ -4442,7 +4443,7 @@ void RendererStorageRD::particles_set_canvas_sdf_collision(RID p_particles, bool
particles->sdf_collision_texture = p_texture;
}
-void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta) {
+void RendererStorageRD::_particles_process(Particles *p_particles, double p_delta) {
if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
Vector<RD::Uniform> uniforms;
@@ -4491,7 +4492,7 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1);
}
- float new_phase = Math::fmod((float)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, (float)1.0);
+ double new_phase = Math::fmod((double)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
//move back history (if there is any)
for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) {
@@ -5131,14 +5132,14 @@ void RendererStorageRD::update_particles() {
bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
if (particles->clear && particles->pre_process_time > 0.0) {
- float frame_time;
+ double frame_time;
if (fixed_fps > 0) {
frame_time = 1.0 / fixed_fps;
} else {
frame_time = 1.0 / 30.0;
}
- float todo = particles->pre_process_time;
+ double todo = particles->pre_process_time;
while (todo >= 0) {
_particles_process(particles, frame_time);
@@ -5147,8 +5148,8 @@ void RendererStorageRD::update_particles() {
}
if (fixed_fps > 0) {
- float frame_time;
- float decr;
+ double frame_time;
+ double decr;
if (zero_time_scale) {
frame_time = 0.0;
decr = 1.0 / fixed_fps;
@@ -5156,13 +5157,13 @@ void RendererStorageRD::update_particles() {
frame_time = 1.0 / fixed_fps;
decr = frame_time;
}
- float delta = RendererCompositorRD::singleton->get_frame_delta_time();
+ double delta = RendererCompositorRD::singleton->get_frame_delta_time();
if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
delta = 0.1;
} else if (delta <= 0.0) { //unlikely but..
delta = 0.001;
}
- float todo = particles->frame_remainder + delta;
+ double todo = particles->frame_remainder + delta;
while (todo >= frame_time) {
_particles_process(particles, frame_time);
@@ -5463,7 +5464,7 @@ void RendererStorageRD::particles_collision_set_cull_mask(RID p_particles_collis
particles_collision->cull_mask = p_cull_mask;
}
-void RendererStorageRD::particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius) {
+void RendererStorageRD::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
@@ -5479,21 +5480,21 @@ void RendererStorageRD::particles_collision_set_box_extents(RID p_particles_coll
particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
-void RendererStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) {
+void RendererStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->attractor_strength = p_strength;
}
-void RendererStorageRD::particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality) {
+void RendererStorageRD::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->attractor_directionality = p_directionality;
}
-void RendererStorageRD::particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve) {
+void RendererStorageRD::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
@@ -9128,26 +9129,42 @@ RendererStorageRD::RendererStorageRD() {
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index b290c07705..c048be5dc8 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -663,19 +663,19 @@ private:
uint32_t type;
uint32_t texture_index; //texture index for vector field
- float scale;
+ real_t scale;
uint32_t pad[2];
};
uint32_t emitting;
- float system_phase;
- float prev_system_phase;
+ double system_phase;
+ double prev_system_phase;
uint32_t cycle;
- float explosiveness;
- float randomness;
- float time;
- float delta;
+ real_t explosiveness;
+ real_t randomness;
+ double time;
+ double delta;
uint32_t frame;
uint32_t pad0;
@@ -715,14 +715,14 @@ private:
struct Particles {
RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
bool inactive = true;
- float inactive_time = 0.0;
+ double inactive_time = 0.0;
bool emitting = false;
bool one_shot = false;
int amount = 0;
- float lifetime = 1.0;
- float pre_process_time = 0.0;
- float explosiveness = 0.0;
- float randomness = 0.0;
+ double lifetime = 1.0;
+ double pre_process_time = 0.0;
+ real_t explosiveness = 0.0;
+ real_t randomness = 0.0;
bool restart_request = false;
AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
bool use_local_coords = true;
@@ -766,20 +766,20 @@ private:
RID sub_emitter;
- float phase = 0.0;
- float prev_phase = 0.0;
+ double phase = 0.0;
+ double prev_phase = 0.0;
uint64_t prev_ticks = 0;
uint32_t random_seed = 0;
uint32_t cycle_number = 0;
- float speed_scale = 1.0;
+ double speed_scale = 1.0;
int fixed_fps = 30;
bool interpolate = true;
bool fractional_delta = false;
- float frame_remainder = 0;
- float collision_base_size = 0.01;
+ double frame_remainder = 0;
+ real_t collision_base_size = 0.01;
bool clear = true;
@@ -796,7 +796,7 @@ private:
Dependency dependency;
- float trail_length = 1.0;
+ double trail_length = 1.0;
bool trails_enabled = false;
LocalVector<ParticlesFrameParams> frame_history;
LocalVector<ParticlesFrameParams> trail_params;
@@ -805,14 +805,14 @@ private:
}
};
- void _particles_process(Particles *p_particles, float p_delta);
+ void _particles_process(Particles *p_particles, double p_delta);
void _particles_allocate_emission_buffer(Particles *particles);
void _particles_free_data(Particles *particles);
void _particles_update_buffers(Particles *particles);
struct ParticlesShader {
struct PushConstant {
- float lifetime;
+ double lifetime;
uint32_t clear;
uint32_t total_particles;
uint32_t trail_size;
@@ -2144,22 +2144,22 @@ public:
void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode);
void particles_set_emitting(RID p_particles, bool p_emitting);
void particles_set_amount(RID p_particles, int p_amount);
- void particles_set_lifetime(RID p_particles, float p_lifetime);
+ void particles_set_lifetime(RID p_particles, double p_lifetime);
void particles_set_one_shot(RID p_particles, bool p_one_shot);
- void particles_set_pre_process_time(RID p_particles, float p_time);
- void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
- void particles_set_randomness_ratio(RID p_particles, float p_ratio);
+ void particles_set_pre_process_time(RID p_particles, double p_time);
+ void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio);
+ void particles_set_randomness_ratio(RID p_particles, real_t p_ratio);
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
- void particles_set_speed_scale(RID p_particles, float p_scale);
+ void particles_set_speed_scale(RID p_particles, double p_scale);
void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
void particles_set_process_material(RID p_particles, RID p_material);
void particles_set_fixed_fps(RID p_particles, int p_fps);
void particles_set_interpolate(RID p_particles, bool p_enable);
void particles_set_fractional_delta(RID p_particles, bool p_enable);
- void particles_set_collision_base_size(RID p_particles, float p_size);
+ void particles_set_collision_base_size(RID p_particles, real_t p_size);
void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align);
- void particles_set_trails(RID p_particles, bool p_enable, float p_length);
+ void particles_set_trails(RID p_particles, bool p_enable, double p_length);
void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses);
void particles_restart(RID p_particles);
@@ -2252,11 +2252,11 @@ public:
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type);
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask);
- virtual void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius); //for spheres
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius); //for spheres
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents); //for non-spheres
- virtual void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength);
- virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality);
- virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve);
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength);
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality);
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve);
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture); //for SDF and vector field, heightfield is dynamic
virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index 9c1068ea2e..8aa03b6426 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -887,7 +887,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::VariableNode *vnode = (SL::VariableNode *)p_node;
bool use_fragment_varying = false;
- if (!(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
+ if (!vnode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
if (p_assigning) {
if (shader->varyings.has(vnode->name)) {
use_fragment_varying = true;
@@ -1037,7 +1037,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::ArrayNode *anode = (SL::ArrayNode *)p_node;
bool use_fragment_varying = false;
- if (!(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
+ if (!anode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
if (anode->assign_expression != nullptr && shader->varyings.has(anode->name)) {
use_fragment_varying = true;
} else {
diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h
index 529328f0ed..44705b2bd6 100644
--- a/servers/rendering/renderer_rd/shader_rd.h
+++ b/servers/rendering/renderer_rd/shader_rd.h
@@ -142,7 +142,9 @@ public:
ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
Version *version = version_owner.getornull(p_version);
- ERR_FAIL_COND_V(!version, RID());
+ if (!version) {
+ return RID();
+ }
if (version->dirty) {
_compile_version(version);
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index 2fce258cff..9155216d7e 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -3,7 +3,7 @@
#define LIGHT_BAKE_STATIC 2
struct LightData { //this structure needs to be as packed as possible
- vec3 position;
+ highp vec3 position;
float inv_radius;
vec3 direction;
@@ -17,8 +17,8 @@ struct LightData { //this structure needs to be as packed as possible
float specular_amount;
bool shadow_enabled;
- vec4 atlas_rect; // rect in the shadow atlas
- mat4 shadow_matrix;
+ highp vec4 atlas_rect; // rect in the shadow atlas
+ highp mat4 shadow_matrix;
float shadow_bias;
float shadow_normal_bias;
float transmittance_bias;
@@ -27,7 +27,7 @@ struct LightData { //this structure needs to be as packed as possible
uint mask;
float shadow_volumetric_fog_fade;
uint bake_mode;
- vec4 projector_rect; //projector rect in srgb decal atlas
+ highp vec4 projector_rect; //projector rect in srgb decal atlas
};
#define REFLECTION_AMBIENT_DISABLED 0
@@ -69,13 +69,13 @@ struct DirectionalLightData {
vec4 shadow_bias;
vec4 shadow_normal_bias;
vec4 shadow_transmittance_bias;
- vec4 shadow_z_range;
- vec4 shadow_range_begin;
+ highp vec4 shadow_z_range;
+ highp vec4 shadow_range_begin;
vec4 shadow_split_offsets;
- mat4 shadow_matrix1;
- mat4 shadow_matrix2;
- mat4 shadow_matrix3;
- mat4 shadow_matrix4;
+ highp mat4 shadow_matrix1;
+ highp mat4 shadow_matrix2;
+ highp mat4 shadow_matrix3;
+ highp mat4 shadow_matrix4;
vec4 shadow_color1;
vec4 shadow_color2;
vec4 shadow_color3;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index b3a349c948..4f140dd10d 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -466,6 +466,11 @@ layout(location = 0) out vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+#define SPECULAR_SCHLICK_GGX
+#endif
+
#include "scene_forward_lights_inc.glsl"
#include "scene_forward_gi_inc.glsl"
@@ -907,6 +912,8 @@ 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
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
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 7039ea2942..4a41c66ef3 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -208,11 +208,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
//normalized blinn
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess) * cNdotL;
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = blinn;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
- specular_light += light_color * intensity * attenuation * specular_amount;
+ specular_light += light_color * attenuation * specular_amount * blinn * f0 * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_PHONG)
@@ -220,10 +219,9 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
- phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+ phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
- specular_light += light_color * intensity * attenuation * specular_amount;
+ specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_TOON)
@@ -412,14 +410,8 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
vec4 v = vec4(vertex, 1.0);
vec4 splane = (omni_lights.data[idx].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
- {
- vec3 nofs = normal_interp * omni_lights.data[idx].shadow_normal_bias / omni_lights.data[idx].inv_radius;
- nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
- v.xyz += nofs;
- splane = (omni_lights.data[idx].shadow_matrix * v);
- }
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
float shadow;
@@ -528,7 +520,8 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
splane.xy /= splane.z;
splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = (shadow_len - omni_lights.data[idx].shadow_bias) * omni_lights.data[idx].inv_radius;
+ splane.z = shadow_len * omni_lights.data[idx].inv_radius;
+ splane.z -= omni_lights.data[idx].shadow_bias;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
splane.w = 1.0; //needed? i think it should be 1 already
shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
@@ -704,27 +697,17 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
//there is a shadowmap
vec4 v = vec4(vertex, 1.0);
- v.xyz -= spot_dir * spot_lights.data[idx].shadow_bias;
-
- float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
-
- float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
- vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * spot_lights.data[idx].shadow_normal_bias * depth_bias_scale;
- normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
- v.xyz += normal_bias;
-
- //adjust with bias
- z_norm = dot(spot_dir, v.xyz - spot_lights.data[idx].position) * spot_lights.data[idx].inv_radius;
-
float shadow;
vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
splane /= splane.w;
+ splane.z -= spot_lights.data[idx].shadow_bias;
if (sc_use_light_soft_shadows && spot_lights.data[idx].soft_shadow_size > 0.0) {
//soft shadow
//find blocker
+ float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
vec2 shadow_uv = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 70900a847c..2babe92c1c 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -59,27 +59,27 @@ layout(location = 11) in vec4 weight_attrib;
/* Varyings */
-layout(location = 0) out vec3 vertex_interp;
+layout(location = 0) highp out vec3 vertex_interp;
#ifdef NORMAL_USED
-layout(location = 1) out vec3 normal_interp;
+layout(location = 1) mediump out vec3 normal_interp;
#endif
#if defined(COLOR_USED)
-layout(location = 2) out vec4 color_interp;
+layout(location = 2) mediump out vec4 color_interp;
#endif
#ifdef UV_USED
-layout(location = 3) out vec2 uv_interp;
+layout(location = 3) mediump out vec2 uv_interp;
#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
-layout(location = 4) out vec2 uv2_interp;
+layout(location = 4) mediump out vec2 uv2_interp;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 5) out vec3 tangent_interp;
-layout(location = 6) out vec3 binormal_interp;
+layout(location = 5) mediump out vec3 tangent_interp;
+layout(location = 6) mediump out vec3 binormal_interp;
#endif
#ifdef MATERIAL_UNIFORMS_USED
@@ -370,6 +370,10 @@ void main() {
#VERSION_DEFINES
+//use medium precision for floats on mobile.
+
+precision mediump float;
+
/* Specialization Constants */
/* Specialization Constants (Toggles) */
@@ -395,32 +399,32 @@ layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
/* Varyings */
-layout(location = 0) in vec3 vertex_interp;
+layout(location = 0) highp in vec3 vertex_interp;
#ifdef NORMAL_USED
-layout(location = 1) in vec3 normal_interp;
+layout(location = 1) mediump in vec3 normal_interp;
#endif
#if defined(COLOR_USED)
-layout(location = 2) in vec4 color_interp;
+layout(location = 2) mediump in vec4 color_interp;
#endif
#ifdef UV_USED
-layout(location = 3) in vec2 uv_interp;
+layout(location = 3) mediump in vec2 uv_interp;
#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
-layout(location = 4) in vec2 uv2_interp;
+layout(location = 4) mediump in vec2 uv2_interp;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 5) in vec3 tangent_interp;
-layout(location = 6) in vec3 binormal_interp;
+layout(location = 5) mediump in vec3 tangent_interp;
+layout(location = 6) mediump in vec3 binormal_interp;
#endif
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) in float dp_clip;
+layout(location = 8) highp in float dp_clip;
#endif
@@ -491,6 +495,11 @@ layout(location = 0) out vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+#define SPECULAR_SCHLICK_GGX
+#endif
+
#include "scene_forward_lights_inc.glsl"
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
@@ -843,6 +852,8 @@ 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
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
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 d9682d7b23..f1e554d01c 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -16,12 +16,12 @@
/* don't exceed 128 bytes!! */
/* put instance data into our push content, not a array */
layout(push_constant, binding = 0, std430) uniform DrawCall {
- mat4 transform; // 64 - 64
+ highp mat4 transform; // 64 - 64
uint flags; // 04 - 68
uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76
uint layer_mask; // 04 - 80
- vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
+ highp vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
uvec2 reflection_probes; // 08 - 104
uvec2 omni_lights; // 08 - 112
@@ -126,14 +126,14 @@ global_variables;
/* Set 1: Render Pass (changes per render pass) */
layout(set = 1, binding = 0, std140) uniform SceneData {
- mat4 projection_matrix;
- mat4 inv_projection_matrix;
- mat4 camera_matrix;
- mat4 inv_camera_matrix;
+ highp mat4 projection_matrix;
+ highp mat4 inv_projection_matrix;
+ highp mat4 camera_matrix;
+ highp mat4 inv_camera_matrix;
// only used for multiview
- mat4 projection_matrix_view[MAX_VIEWS];
- mat4 inv_projection_matrix_view[MAX_VIEWS];
+ highp mat4 projection_matrix_view[MAX_VIEWS];
+ highp mat4 inv_projection_matrix_view[MAX_VIEWS];
vec2 viewport_size;
vec2 screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 23f83b3b9c..3c685c25b9 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -35,11 +35,15 @@ void main() {
layout(location = 0) in vec2 uv_interp;
-#ifdef MULTIVIEW
+#ifdef SUBPASS
+layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput input_color;
+#else
+#if MULTIVIEW
layout(set = 0, binding = 0) uniform sampler2DArray source_color;
#else
layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
+#endif
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(set = 2, binding = 0) uniform sampler2D source_glow;
#ifdef USE_1D_LUT
@@ -180,10 +184,6 @@ vec3 tonemap_aces(vec3 color, float white) {
}
vec3 tonemap_reinhard(vec3 color, float white) {
- // Ensure color values are positive.
- // They can be negative in the case of negative lights, which leads to undesired behavior.
- color = max(vec3(0.0), color);
-
return (white * color + color) / (color * white + white);
}
@@ -207,7 +207,7 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
return tonemap_reinhard(color, white);
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
return tonemap_filmic(color, white);
- } else { //aces
+ } else { // TONEMAPPER_ACES
return tonemap_aces(color, white);
}
}
@@ -291,6 +291,7 @@ vec3 apply_color_correction(vec3 color) {
}
#endif
+#ifndef SUBPASS
vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
@@ -346,6 +347,7 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
return rgbB;
}
}
+#endif // !SUBPASS
// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
@@ -360,7 +362,10 @@ vec3 screen_space_dither(vec2 frag_coord) {
}
void main() {
-#ifdef MULTIVIEW
+#ifdef SUBPASS
+ // SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer
+ vec3 color = subpassLoad(input_color).rgb;
+#elif MULTIVIEW
vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb;
#else
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
@@ -370,14 +375,16 @@ void main() {
float exposure = params.exposure;
+#ifndef SUBPASS
if (params.use_auto_exposure) {
exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
}
+#endif
color *= exposure;
// Early Tonemap & SRGB Conversion
-
+#ifndef SUBPASS
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
vec3 glow = gather_glow(source_glow, uv_interp);
color.rgb = mix(color.rgb, glow, params.glow_intensity);
@@ -386,15 +393,21 @@ void main() {
if (params.use_fxaa) {
color = do_fxaa(color, exposure, uv_interp);
}
+#endif
+
if (params.use_debanding) {
// For best results, debanding should be done before tonemapping.
// Otherwise, we're adding noise to an already-quantized image.
color += screen_space_dither(gl_FragCoord.xy);
}
- color = apply_tonemapping(color, params.white);
+
+ // Ensure color values passed to tonemappers are positive.
+ // They can be negative in the case of negative lights, which leads to undesired behavior.
+ color = apply_tonemapping(max(vec3(0.0), color), params.white);
color = linear_to_srgb(color); // regular linear -> SRGB conversion
+#ifndef SUBPASS
// Glow
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
@@ -406,6 +419,7 @@ void main() {
color = apply_glow(color, glow);
}
+#endif
// Additional effects