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-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.cpp6
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h16
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.h2
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp116
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h36
-rw-r--r--servers/rendering/renderer_rd/effects/resolve.h2
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp1715
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h508
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.h2
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp171
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.h75
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp1247
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h390
-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp1204
-rw-r--r--servers/rendering/renderer_rd/environment/fog.h329
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp279
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h71
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp (renamed from servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp)203
-rw-r--r--servers/rendering/renderer_rd/environment/sky.h (renamed from servers/rendering/renderer_rd/renderer_scene_sky_rd.h)52
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp462
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h138
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp24
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h13
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp384
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h121
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp24
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h13
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp42
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h13
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp15
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h20
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.h6
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp1586
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h351
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h222
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp6
-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/SCsub2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl (renamed from servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl)38
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl (renamed from servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl)20
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl28
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl (renamed from servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl)48
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl112
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl (renamed from servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_blur.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_interleave.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil.glsl (renamed from servers/rendering/renderer_rd/shaders/ssil.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl (renamed from servers/rendering/renderer_rd/shaders/ssil_blur.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl (renamed from servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl (renamed from servers/rendering/renderer_rd/shaders/ssil_interleave.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/vrs.glsl72
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/SCsub2
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl158
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl (renamed from servers/rendering/renderer_rd/shaders/sky.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl (renamed from servers/rendering/renderer_rd/shaders/volumetric_fog.glsl)4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl (renamed from servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl)4
-rw-r--r--servers/rendering/renderer_rd/shaders/specular_merge.glsl53
-rw-r--r--servers/rendering/renderer_rd/shaders/taa_resolve.glsl5
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp38
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.h9
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp297
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.h91
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp32
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.h12
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp61
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.h9
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp93
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.h22
-rw-r--r--servers/rendering/renderer_rd/storage_rd/utilities.cpp (renamed from servers/rendering/renderer_rd/renderer_storage_rd.cpp)430
-rw-r--r--servers/rendering/renderer_rd/storage_rd/utilities.h122
-rw-r--r--servers/rendering/renderer_rd/uniform_set_cache_rd.h6
75 files changed, 6387 insertions, 5257 deletions
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
index 0b36fe3964..1bb45cbcc1 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
@@ -374,7 +374,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
}
}
-void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y) {
+void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y) {
view_xform = p_view_transform.affine_inverse();
projection = p_cam_projection;
z_near = projection.get_z_near();
@@ -385,7 +385,7 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMa
adjusted_projection.adjust_perspective_znear(0.0001);
}
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(p_flip_y);
projection = correction * projection;
adjusted_projection = correction * adjusted_projection;
@@ -413,7 +413,7 @@ void ClusterBuilderRD::bake_cluster() {
StateUniform state;
- RendererStorageRD::store_camera(adjusted_projection, state.projection);
+ RendererRD::MaterialStorage::store_camera(adjusted_projection, state.projection);
state.inv_z_far = 1.0 / z_far;
state.screen_to_clusters_shift = get_shift_from_power_of_2(cluster_size);
state.screen_to_clusters_shift -= divisor; //screen is smaller, shift one less
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index e82193ea6a..17ca1986c6 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -31,10 +31,10 @@
#ifndef CLUSTER_BUILDER_RD_H
#define CLUSTER_BUILDER_RD_H
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/cluster_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cluster_render.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cluster_store.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
class ClusterBuilderSharedDataRD {
friend class ClusterBuilderRD;
@@ -168,8 +168,8 @@ private:
uint32_t render_element_max = 0;
Transform3D view_xform;
- CameraMatrix adjusted_projection;
- CameraMatrix projection;
+ Projection adjusted_projection;
+ Projection projection;
float z_far = 0;
float z_near = 0;
bool orthogonal = false;
@@ -220,7 +220,7 @@ private:
public:
void setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer);
- void begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y);
+ void begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y);
_FORCE_INLINE_ void add_light(LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {
if (p_type == LIGHT_TYPE_OMNI && cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT] == max_elements_by_type) {
@@ -261,7 +261,7 @@ public:
e.type = ELEMENT_TYPE_OMNI_LIGHT;
e.original_index = cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT];
- RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+ RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT]++;
@@ -309,7 +309,7 @@ public:
e.type = ELEMENT_TYPE_SPOT_LIGHT;
e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; //use omni since they share index
- RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+ RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]++;
}
@@ -356,7 +356,7 @@ public:
e.type = (p_box_type == BOX_TYPE_DECAL) ? ELEMENT_TYPE_DECAL : ELEMENT_TYPE_REFLECTION_PROBE;
e.original_index = cluster_count_by_type[e.type];
- RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+ RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
cluster_count_by_type[e.type]++;
render_element_count++;
@@ -375,4 +375,4 @@ public:
~ClusterBuilderRD();
};
-#endif // CLUSTER_BUILDER_H
+#endif // CLUSTER_BUILDER_RD_H
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h
index d7b736119c..30b33be168 100644
--- a/servers/rendering/renderer_rd/effects/bokeh_dof.h
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.h
@@ -117,4 +117,4 @@ public:
} // namespace RendererRD
-#endif // !BOKEH_DOF_RD_H
+#endif // BOKEH_DOF_RD_H
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index c30e8ed58f..5507483cee 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -100,11 +100,11 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
{
Vector<String> copy_modes;
- copy_modes.push_back("\n");
- copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
- copy_modes.push_back("\n#define MODE_TWO_SOURCES\n");
- copy_modes.push_back("\n#define MULTIVIEW\n");
- copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n");
+ copy_modes.push_back("\n"); // COPY_TO_FB_COPY
+ copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n"); // COPY_TO_FB_COPY_PANORAMA_TO_DP
+ copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_COPY2
+ copy_modes.push_back("\n#define MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW
+ copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH
copy_to_fb.shader.initialize(copy_modes);
@@ -249,6 +249,56 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
roughness.raster_pipeline.clear();
}
}
+
+ {
+ Vector<String> specular_modes;
+ specular_modes.push_back("\n#define MODE_MERGE\n"); // SPECULAR_MERGE_ADD
+ specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n"); // SPECULAR_MERGE_SSR
+ specular_modes.push_back("\n"); // SPECULAR_MERGE_ADDITIVE_ADD
+ specular_modes.push_back("\n#define MODE_SSR\n"); // SPECULAR_MERGE_ADDITIVE_SSR
+
+ specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_MERGE\n"); // SPECULAR_MERGE_ADD_MULTIVIEW
+ specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_MERGE\n#define MODE_SSR\n"); // SPECULAR_MERGE_SSR_MULTIVIEW
+ specular_modes.push_back("\n#define USE_MULTIVIEW\n"); // SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW
+ specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_SSR\n"); // SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW
+
+ specular_merge.shader.initialize(specular_modes);
+
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADD_MULTIVIEW, false);
+ specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_SSR_MULTIVIEW, false);
+ specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW, false);
+ specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW, false);
+ }
+
+ specular_merge.shader_version = specular_merge.shader.version_create();
+
+ //use additive
+
+ RD::PipelineColorBlendState::Attachment ba;
+ ba.enable_blend = true;
+ ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.color_blend_op = RD::BLEND_OP_ADD;
+ ba.alpha_blend_op = RD::BLEND_OP_ADD;
+
+ RD::PipelineColorBlendState blend_additive;
+ blend_additive.attachments.push_back(ba);
+
+ for (int i = 0; i < SPECULAR_MERGE_MAX; i++) {
+ if (specular_merge.shader.is_variant_enabled(i)) {
+ RD::PipelineColorBlendState blend_state;
+ if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR || i == SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW || i == SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW) {
+ blend_state = blend_additive;
+ } else {
+ blend_state = RD::PipelineColorBlendState::create_disabled();
+ }
+ specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
+ }
+ }
}
CopyEffects::~CopyEffects() {
@@ -264,6 +314,8 @@ CopyEffects::~CopyEffects() {
roughness.compute_shader.version_free(roughness.shader_version);
}
+ specular_merge.shader.version_free(specular_merge.shader_version);
+
RD::get_singleton()->free(filter.coefficient_buffer);
if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
@@ -1083,3 +1135,57 @@ void CopyEffects::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_f
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
+
+void CopyEffects::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::get_singleton()->draw_command_begin_label("Merge specular");
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, Vector<Color>());
+
+ int mode;
+ if (p_reflection.is_valid()) {
+ if (p_base.is_valid()) {
+ mode = SPECULAR_MERGE_SSR;
+ } else {
+ mode = SPECULAR_MERGE_ADDITIVE_SSR;
+ }
+ } else {
+ if (p_base.is_valid()) {
+ mode = SPECULAR_MERGE_ADD;
+ } else {
+ mode = SPECULAR_MERGE_ADDITIVE_ADD;
+ }
+ }
+
+ if (p_view_count > 1) {
+ mode += SPECULAR_MERGE_ADD_MULTIVIEW;
+ }
+
+ RID shader = specular_merge.shader.version_get_shader(specular_merge.shader_version, mode);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+
+ if (p_base.is_valid()) {
+ RD::Uniform u_base(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_base }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_base), 2);
+ }
+
+ RD::Uniform u_specular(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_specular }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_specular), 0);
+
+ if (p_reflection.is_valid()) {
+ RD::Uniform u_reflection(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_reflection }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_reflection), 1);
+ }
+
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ RD::get_singleton()->draw_command_end_label();
+}
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index 882b446964..d25555eee5 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef COPY_RD_H
-#define COPY_RD_H
+#ifndef COPY_EFFECTS_RD_H
+#define COPY_EFFECTS_RD_H
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h"
@@ -42,6 +42,7 @@
#include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
@@ -274,6 +275,33 @@ private:
PipelineCacheRD raster_pipeline;
} roughness;
+ // Merge specular
+
+ enum SpecularMergeMode {
+ SPECULAR_MERGE_ADD,
+ SPECULAR_MERGE_SSR,
+ SPECULAR_MERGE_ADDITIVE_ADD,
+ SPECULAR_MERGE_ADDITIVE_SSR,
+
+ SPECULAR_MERGE_ADD_MULTIVIEW,
+ SPECULAR_MERGE_SSR_MULTIVIEW,
+ SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW,
+ SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW,
+
+ SPECULAR_MERGE_MAX
+ };
+
+ /* Specular merge must be done using raster, rather than compute
+ * because it must continue the existing color buffer
+ */
+
+ struct SpecularMerge {
+ SpecularMergeShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[SPECULAR_MERGE_MAX];
+
+ } specular_merge;
+
static CopyEffects *singleton;
public:
@@ -309,8 +337,10 @@ public:
void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
+
+ void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count);
};
} // namespace RendererRD
-#endif // !COPY_RD_H
+#endif // COPY_EFFECTS_RD_H
diff --git a/servers/rendering/renderer_rd/effects/resolve.h b/servers/rendering/renderer_rd/effects/resolve.h
index d4b24a610f..2a4cd06827 100644
--- a/servers/rendering/renderer_rd/effects/resolve.h
+++ b/servers/rendering/renderer_rd/effects/resolve.h
@@ -71,4 +71,4 @@ public:
} // namespace RendererRD
-#endif // !RESOLVE_RD_H
+#endif // RESOLVE_RD_H
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
new file mode 100644
index 0000000000..0f896a8aa7
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -0,0 +1,1715 @@
+/*************************************************************************/
+/* ss_effects.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "ss_effects.h"
+
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+SSEffects *SSEffects::singleton = nullptr;
+
+static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
+ }
+ }
+}
+
+SSEffects::SSEffects() {
+ singleton = this;
+
+ {
+ // Initialize depth buffer for screen space effects
+ Vector<String> downsampler_modes;
+ downsampler_modes.push_back("\n");
+ downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
+ downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
+ downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
+ downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
+ downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
+ downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
+
+ ss_effects.downsample_shader.initialize(downsampler_modes);
+
+ ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
+
+ for (int i = 0; i < SS_EFFECTS_MAX; i++) {
+ ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
+ }
+
+ ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
+ SSEffectsGatherConstants gather_constants;
+
+ const int sub_pass_count = 5;
+ for (int pass = 0; pass < 4; pass++) {
+ for (int subPass = 0; subPass < sub_pass_count; subPass++) {
+ int a = pass;
+ int b = subPass;
+
+ int spmap[5]{ 0, 1, 4, 3, 2 };
+ b = spmap[subPass];
+
+ float ca, sa;
+ float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
+
+ ca = Math::cos(angle0);
+ sa = Math::sin(angle0);
+
+ float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
+
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
+ }
+ }
+
+ RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
+ }
+
+ // Initialize Screen Space Indirect Lighting (SSIL)
+
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n");
+ ssil_modes.push_back("\n#define SSIL_BASE\n");
+ ssil_modes.push_back("\n#define ADAPTIVE\n");
+
+ ssil.gather_shader.initialize(ssil_modes);
+
+ ssil.gather_shader_version = ssil.gather_shader.version_create();
+
+ for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
+ }
+ ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
+ }
+
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n#define GENERATE_MAP\n");
+ ssil_modes.push_back("\n#define PROCESS_MAPA\n");
+ ssil_modes.push_back("\n#define PROCESS_MAPB\n");
+
+ ssil.importance_map_shader.initialize(ssil_modes);
+
+ ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
+
+ for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP));
+ }
+ ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
+ RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(ssil.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2);
+ RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
+ }
+
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssil_modes.push_back("\n#define MODE_SMART\n");
+ ssil_modes.push_back("\n#define MODE_WIDE\n");
+
+ ssil.blur_shader.initialize(ssil_modes);
+
+ ssil.blur_shader_version = ssil.blur_shader.version_create();
+ for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
+ }
+ }
+
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssil_modes.push_back("\n#define MODE_SMART\n");
+ ssil_modes.push_back("\n#define MODE_HALF\n");
+
+ ssil.interleave_shader.initialize(ssil_modes);
+
+ ssil.interleave_shader_version = ssil.interleave_shader.version_create();
+ for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
+ }
+ }
+
+ {
+ // Initialize Screen Space Ambient Occlusion (SSAO)
+
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.max_lod = 4;
+
+ uint32_t pipeline = 0;
+ {
+ Vector<String> ssao_modes;
+
+ ssao_modes.push_back("\n");
+ ssao_modes.push_back("\n#define SSAO_BASE\n");
+ ssao_modes.push_back("\n#define ADAPTIVE\n");
+
+ ssao.gather_shader.initialize(ssao_modes);
+
+ ssao.gather_shader_version = ssao.gather_shader.version_create();
+
+ for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
+ pipeline++;
+ }
+ }
+
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define GENERATE_MAP\n");
+ ssao_modes.push_back("\n#define PROCESS_MAPA\n");
+ ssao_modes.push_back("\n#define PROCESS_MAPB\n");
+
+ ssao.importance_map_shader.initialize(ssao_modes);
+
+ ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
+
+ for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
+
+ pipeline++;
+ }
+
+ ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
+ RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.append_id(ssao.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
+ RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
+ }
+
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssao_modes.push_back("\n#define MODE_SMART\n");
+ ssao_modes.push_back("\n#define MODE_WIDE\n");
+
+ ssao.blur_shader.initialize(ssao_modes);
+
+ ssao.blur_shader_version = ssao.blur_shader.version_create();
+
+ for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
+
+ pipeline++;
+ }
+ }
+
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssao_modes.push_back("\n#define MODE_SMART\n");
+ ssao_modes.push_back("\n#define MODE_HALF\n");
+
+ ssao.interleave_shader.initialize(ssao_modes);
+
+ ssao.interleave_shader_version = ssao.interleave_shader.version_create();
+ for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
+ RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
+ pipeline++;
+ }
+ }
+
+ ERR_FAIL_COND(pipeline != SSAO_MAX);
+
+ ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
+ }
+
+ {
+ // Screen Space Reflections
+
+ Vector<RD::PipelineSpecializationConstant> specialization_constants;
+
+ {
+ RD::PipelineSpecializationConstant sc;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX
+ sc.bool_value = false;
+ specialization_constants.push_back(sc);
+ }
+
+ {
+ Vector<String> ssr_scale_modes;
+ ssr_scale_modes.push_back("\n");
+
+ ssr_scale.shader.initialize(ssr_scale_modes);
+ ssr_scale.shader_version = ssr_scale.shader.version_create();
+
+ for (int v = 0; v < SSR_VARIATIONS; v++) {
+ specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
+ ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
+ }
+ }
+
+ {
+ Vector<String> ssr_modes;
+ ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL
+ ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH
+
+ ssr.shader.initialize(ssr_modes);
+ ssr.shader_version = ssr.shader.version_create();
+
+ for (int v = 0; v < SSR_VARIATIONS; v++) {
+ specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
+ ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
+ }
+ }
+ }
+
+ {
+ Vector<String> ssr_filter_modes;
+ ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL
+ ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL
+
+ ssr_filter.shader.initialize(ssr_filter_modes);
+ ssr_filter.shader_version = ssr_filter.shader.version_create();
+
+ for (int v = 0; v < SSR_VARIATIONS; v++) {
+ specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
+ ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
+ }
+ }
+ }
+ }
+}
+
+SSEffects::~SSEffects() {
+ {
+ // Cleanup SS Reflections
+ ssr.shader.version_free(ssr.shader_version);
+ ssr_filter.shader.version_free(ssr_filter.shader_version);
+ ssr_scale.shader.version_free(ssr_scale.shader_version);
+
+ if (ssr.ubo.is_valid()) {
+ RD::get_singleton()->free(ssr.ubo);
+ }
+ }
+
+ {
+ // Cleanup SS downsampler
+ ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
+
+ RD::get_singleton()->free(ss_effects.mirror_sampler);
+ RD::get_singleton()->free(ss_effects.gather_constants_buffer);
+ }
+
+ {
+ // Cleanup SSIL
+ ssil.blur_shader.version_free(ssil.blur_shader_version);
+ ssil.gather_shader.version_free(ssil.gather_shader_version);
+ ssil.interleave_shader.version_free(ssil.interleave_shader_version);
+ ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
+
+ RD::get_singleton()->free(ssil.importance_map_load_counter);
+ RD::get_singleton()->free(ssil.projection_uniform_buffer);
+ }
+
+ {
+ // Cleanup SSAO
+ ssao.blur_shader.version_free(ssao.blur_shader_version);
+ ssao.gather_shader.version_free(ssao.gather_shader_version);
+ ssao.interleave_shader.version_free(ssao.interleave_shader_version);
+ ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
+
+ RD::get_singleton()->free(ssao.importance_map_load_counter);
+ }
+
+ singleton = nullptr;
+}
+
+/* SS Downsampler */
+
+void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ // Downsample and deinterleave the depth buffer for SSAO and SSIL
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ int downsample_mode = SS_EFFECTS_DOWNSAMPLE;
+ bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
+
+ if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF;
+ } else if (use_mips) {
+ downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
+ }
+
+ bool use_half_size = false;
+ bool use_full_mips = false;
+
+ if (p_ssao_half_size && p_ssil_half_size) {
+ downsample_mode++;
+ use_half_size = true;
+ } else if (p_ssao_half_size != p_ssil_half_size) {
+ if (use_mips) {
+ downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
+ use_full_mips = true;
+ } else {
+ // Only need the first two mipmaps, but the cost to generate the next two is trivial
+ // TODO investigate the benefit of a shader version to generate only 2 mips
+ downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
+ use_mips = true;
+ }
+ }
+
+ int depth_index = use_half_size ? 1 : 0;
+
+ RD::get_singleton()->draw_command_begin_label("Downsample Depth");
+ if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.append_id(p_depth_mipmaps[depth_index + 1]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.append_id(p_depth_mipmaps[depth_index + 2]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.append_id(p_depth_mipmaps[depth_index + 3]);
+ uniforms.push_back(u);
+ }
+ if (use_full_mips) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.append_id(p_depth_mipmaps[4]);
+ uniforms.push_back(u);
+ }
+ ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2);
+ }
+
+ float depth_linearize_mul = -p_projection.matrix[3][2];
+ float depth_linearize_add = p_projection.matrix[2][2];
+ if (depth_linearize_mul * depth_linearize_add < 0) {
+ depth_linearize_add = -depth_linearize_add;
+ }
+
+ ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
+ ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
+ ss_effects.downsample_push_constant.z_far = depth_linearize_add;
+ if (ss_effects.downsample_push_constant.orthogonal) {
+ ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
+ ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
+ }
+ ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x;
+ ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y;
+ ss_effects.downsample_push_constant.radius_sq = 1.0;
+
+ RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_buffer }));
+ RD::Uniform u_depth_mipmaps(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_depth_mipmaps[depth_index + 0] }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmaps), 1);
+ if (use_mips) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2);
+ }
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
+
+ Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1)));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
+
+ ss_effects.used_full_mips_last_frame = use_full_mips;
+ ss_effects.used_half_size_last_frame = use_half_size;
+}
+
+/* SSIL */
+
+void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
+ if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
+
+ RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] }));
+ RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] }));
+
+ ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
+ ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
+ ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
+ ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
+ ssil.gather_push_constant.pass = i;
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ssil_slice, u_edges_slice), 2);
+ RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
+
+ Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+
+ RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
+ }
+ RD::get_singleton()->compute_list_add_barrier(p_compute_list);
+}
+
+void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth) {
+ if (p_ssil_buffers.half_size != p_settings.half_size) {
+ ssil_free(p_ssil_buffers);
+ }
+
+ if (p_settings.half_size) {
+ p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
+ p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
+ p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
+ p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
+ } else {
+ p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
+ p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
+ p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
+ p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
+ }
+
+ if (p_ssil_buffers.ssil_final.is_null()) {
+ {
+ p_ssil_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, p_settings.half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = p_settings.full_screen_size.x;
+ tf.height = p_settings.full_screen_size.y;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ p_ssil_buffers.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.ssil_final, "SSIL texture");
+ RD::get_singleton()->texture_clear(p_ssil_buffers.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ if (p_ssil_buffers.last_frame.is_null()) {
+ tf.mipmaps = 6;
+ p_ssil_buffers.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.last_frame, "Last Frame Radiance");
+ RD::get_singleton()->texture_clear(p_ssil_buffers.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
+ for (uint32_t i = 0; i < 6; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.last_frame, 0, i);
+ p_ssil_buffers.last_frame_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
+ }
+ }
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = p_ssil_buffers.buffer_width;
+ tf.height = p_ssil_buffers.buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssil_buffers.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.deinterleaved, "SSIL deinterleaved buffer");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.deinterleaved, i, 0);
+ p_ssil_buffers.deinterleaved_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = p_ssil_buffers.buffer_width;
+ tf.height = p_ssil_buffers.buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssil_buffers.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.pong, "SSIL deinterleaved pong buffer");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.pong, i, 0);
+ p_ssil_buffers.pong_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = p_ssil_buffers.buffer_width;
+ tf.height = p_ssil_buffers.buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssil_buffers.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.edges, "SSIL edges buffer");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.edges, i, 0);
+ p_ssil_buffers.edges_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = p_ssil_buffers.half_buffer_width;
+ tf.height = p_ssil_buffers.half_buffer_height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssil_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[0], "SSIL Importance Map");
+ p_ssil_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[1], "SSIL Importance Map Pong");
+ }
+ p_ssil_buffers.half_size = p_settings.half_size;
+ }
+}
+
+void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
+ //Store projection info before starting the compute list
+ SSILProjectionUniforms projection_uniforms;
+ store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
+
+ RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
+
+ memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
+
+ RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ {
+ RD::get_singleton()->draw_command_begin_label("Gather Samples");
+ ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
+ ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
+
+ ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
+ ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
+ float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
+ float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
+ ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
+ ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
+ ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
+ ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
+ ssil.gather_push_constant.z_near = p_projection.get_z_near();
+ ssil.gather_push_constant.z_far = p_projection.get_z_far();
+ ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
+
+ ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25;
+ ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25;
+
+ ssil.gather_push_constant.radius = p_settings.radius;
+ float radius_near_limit = (p_settings.radius * 1.2f);
+ if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) {
+ radius_near_limit *= 1.50f;
+
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ ssil.gather_push_constant.radius *= 0.8f;
+ }
+ }
+ radius_near_limit /= tan_half_fov_y;
+ ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI;
+ ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
+ ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
+ ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
+ ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
+ ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
+
+ ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255);
+ ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
+
+ ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
+ ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
+
+ if (p_ssil_buffers.projection_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.append_id(default_mipmap_sampler);
+ u.append_id(p_ssil_buffers.last_frame);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 1;
+ u.append_id(ssil.projection_uniform_buffer);
+ uniforms.push_back(u);
+ }
+ p_ssil_buffers.projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3);
+ }
+
+ if (p_ssil_buffers.gather_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.append_id(default_sampler);
+ u.append_id(p_ssil_buffers.depth_texture_view);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.append_id(p_normal_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.append_id(ss_effects.gather_constants_buffer);
+ uniforms.push_back(u);
+ }
+ p_ssil_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0);
+ }
+
+ if (p_ssil_buffers.importance_map_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.append_id(p_ssil_buffers.pong);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 1;
+ u.append_id(default_sampler);
+ u.append_id(p_ssil_buffers.importance_map[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.append_id(ssil.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ p_ssil_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1);
+ }
+
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) {
+ RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
+ ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
+ ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
+ ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
+ //base pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
+ gather_ssil(compute_list, p_ssil_buffers.pong_slices, p_ssil_buffers.edges_slices, p_settings, true, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
+
+ //generate importance map
+ RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
+ RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[0] }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ // process Importance Map A
+ RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[0] }));
+ RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[1] }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ // process Importance Map B
+ RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[1] }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->draw_command_end_label(); // Importance Map
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
+ } else {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
+ }
+
+ gather_ssil(compute_list, p_ssil_buffers.deinterleaved_slices, p_ssil_buffers.edges_slices, p_settings, false, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
+ RD::get_singleton()->draw_command_end_label(); //Gather
+ }
+
+ {
+ RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
+ ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
+ ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
+ ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
+
+ int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
+
+ shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0);
+
+ for (int pass = 0; pass < blur_passes; pass++) {
+ int blur_pipeline = SSIL_BLUR_PASS;
+ if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ blur_pipeline = SSIL_BLUR_PASS_SMART;
+ if (pass < blur_passes - 2) {
+ blur_pipeline = SSIL_BLUR_PASS_WIDE;
+ }
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
+ if (pass % 2 == 0) {
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
+ } else {
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
+ }
+
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong_slice), 1);
+ } else {
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
+ } else {
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
+ }
+
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_slice), 1);
+ }
+
+ RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges_slice), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
+
+ int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1));
+ int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
+ if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Blur
+ }
+
+ {
+ RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
+ ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
+ ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
+ ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
+
+ int interleave_pipeline = SSIL_INTERLEAVE_HALF;
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) {
+ interleave_pipeline = SSIL_INTERLEAVE;
+ } else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
+ interleave_pipeline = SSIL_INTERLEAVE_SMART;
+ }
+
+ shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
+
+ RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.ssil_final }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
+
+ if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
+ RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
+ } else {
+ RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
+ }
+
+ RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label(); // Interleave
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // SSIL
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
+
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
+}
+
+void SSEffects::ssil_free(SSILRenderBuffers &p_ssil_buffers) {
+ if (p_ssil_buffers.ssil_final.is_valid()) {
+ RD::get_singleton()->free(p_ssil_buffers.ssil_final);
+ RD::get_singleton()->free(p_ssil_buffers.deinterleaved);
+ RD::get_singleton()->free(p_ssil_buffers.pong);
+ RD::get_singleton()->free(p_ssil_buffers.edges);
+ RD::get_singleton()->free(p_ssil_buffers.importance_map[0]);
+ RD::get_singleton()->free(p_ssil_buffers.importance_map[1]);
+ RD::get_singleton()->free(p_ssil_buffers.last_frame);
+
+ p_ssil_buffers.ssil_final = RID();
+ p_ssil_buffers.deinterleaved = RID();
+ p_ssil_buffers.pong = RID();
+ p_ssil_buffers.edges = RID();
+ p_ssil_buffers.deinterleaved_slices.clear();
+ p_ssil_buffers.pong_slices.clear();
+ p_ssil_buffers.edges_slices.clear();
+ p_ssil_buffers.importance_map[0] = RID();
+ p_ssil_buffers.importance_map[1] = RID();
+ p_ssil_buffers.last_frame = RID();
+ p_ssil_buffers.last_frame_slices.clear();
+
+ p_ssil_buffers.gather_uniform_set = RID();
+ p_ssil_buffers.importance_map_uniform_set = RID();
+ p_ssil_buffers.projection_uniform_set = RID();
+ }
+}
+
+/* SSAO */
+
+void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 0);
+ }
+
+ RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ao_slices[i] }));
+
+ ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
+ ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
+ ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
+ ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
+ ssao.gather_push_constant.pass = i;
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2);
+ RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
+
+ Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+
+ RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
+ }
+ RD::get_singleton()->compute_list_add_barrier(p_compute_list);
+}
+
+void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth) {
+ if (p_ssao_buffers.half_size != p_settings.half_size) {
+ ssao_free(p_ssao_buffers);
+ }
+
+ if (p_settings.half_size) {
+ p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
+ p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
+ p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
+ p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
+ } else {
+ p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
+ p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
+ p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
+ p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
+ }
+
+ if (p_ssao_buffers.ao_deinterleaved.is_null()) {
+ {
+ p_ssao_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, p_settings.half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = p_ssao_buffers.buffer_width;
+ tf.height = p_ssao_buffers.buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssao_buffers.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_deinterleaved, "SSAO De-interleaved Array");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_deinterleaved, i, 0);
+ p_ssao_buffers.ao_deinterleaved_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = p_ssao_buffers.buffer_width;
+ tf.height = p_ssao_buffers.buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssao_buffers.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_pong, "SSAO De-interleaved Array Pong");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_pong, i, 0);
+ p_ssao_buffers.ao_pong_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = p_ssao_buffers.buffer_width;
+ tf.height = p_ssao_buffers.buffer_height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssao_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[0], "SSAO Importance Map");
+ p_ssao_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[1], "SSAO Importance Map Pong");
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = p_settings.full_screen_size.x;
+ tf.height = p_settings.full_screen_size.y;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ p_ssao_buffers.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_final, "SSAO Final");
+ }
+ p_ssao_buffers.half_size = p_settings.half_size;
+ }
+}
+
+void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
+ /* FIRST PASS */
+
+ RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0);
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
+ /* SECOND PASS */
+ // Sample SSAO
+ {
+ RD::get_singleton()->draw_command_begin_label("Gather Samples");
+ ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
+ ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
+
+ ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
+ ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
+ float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
+ float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
+ ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
+ ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
+ ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
+ ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
+ ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
+
+ ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25;
+ ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25;
+
+ ssao.gather_push_constant.radius = p_settings.radius;
+ float radius_near_limit = (p_settings.radius * 1.2f);
+ if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) {
+ radius_near_limit *= 1.50f;
+
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ ssao.gather_push_constant.radius *= 0.8f;
+ }
+ }
+ radius_near_limit /= tan_half_fov_y;
+ ssao.gather_push_constant.intensity = p_settings.intensity;
+ ssao.gather_push_constant.shadow_power = p_settings.power;
+ ssao.gather_push_constant.shadow_clamp = 0.98;
+ ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
+ ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
+ ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
+ ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
+ ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
+
+ ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255);
+ ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
+
+ ssao.gather_push_constant.detail_intensity = p_settings.detail;
+ ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
+ ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
+
+ if (p_ssao_buffers.gather_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.append_id(default_sampler);
+ u.append_id(p_ssao_buffers.depth_texture_view);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.append_id(p_normal_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.append_id(ss_effects.gather_constants_buffer);
+ uniforms.push_back(u);
+ }
+ p_ssao_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0);
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.gather_uniform_set, "SSAO Gather Uniform Set");
+ }
+
+ if (p_ssao_buffers.importance_map_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.append_id(p_ssao_buffers.ao_pong);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 1;
+ u.append_id(default_sampler);
+ u.append_id(p_ssao_buffers.importance_map[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.append_id(ssao.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ p_ssao_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
+ RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map_uniform_set, "SSAO Importance Map Uniform Set");
+ }
+
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) {
+ RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
+ ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
+ ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
+ ssao.importance_map_push_constant.intensity = p_settings.intensity;
+ ssao.importance_map_push_constant.power = p_settings.power;
+
+ //base pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
+ gather_ssao(compute_list, p_ssao_buffers.ao_pong_slices, p_settings, true, p_ssao_buffers.gather_uniform_set, RID());
+
+ //generate importance map
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
+
+ RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_with_sampler), 0);
+
+ RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //process importance map A
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
+
+ RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
+
+ RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[1] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //process Importance Map B
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
+
+ RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[1] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
+ RD::get_singleton()->draw_command_end_label(); // Importance Map
+ } else {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
+ }
+
+ gather_ssao(compute_list, p_ssao_buffers.ao_deinterleaved_slices, p_settings, false, p_ssao_buffers.gather_uniform_set, p_ssao_buffers.importance_map_uniform_set);
+ RD::get_singleton()->draw_command_end_label(); // Gather SSAO
+ }
+
+ // /* THIRD PASS */
+ // // Blur
+ //
+ {
+ RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
+ ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
+ ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
+ ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
+
+ int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
+
+ shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0);
+
+ for (int pass = 0; pass < blur_passes; pass++) {
+ int blur_pipeline = SSAO_BLUR_PASS;
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ blur_pipeline = SSAO_BLUR_PASS_SMART;
+ if (pass < blur_passes - 2) {
+ blur_pipeline = SSAO_BLUR_PASS_WIDE;
+ } else {
+ blur_pipeline = SSAO_BLUR_PASS_SMART;
+ }
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
+ if (pass % 2 == 0) {
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
+ } else {
+ RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
+ }
+
+ RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_pong_slices), 1);
+ } else {
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
+ } else {
+ RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
+ }
+
+ RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_slices), 1);
+ }
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
+
+ Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
+ }
+
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ }
+ RD::get_singleton()->draw_command_end_label(); // Blur
+ }
+
+ /* FOURTH PASS */
+ // Interleave buffers
+ // back to full size
+ {
+ RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
+ ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
+ ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
+ ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
+
+ shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0);
+
+ int interleave_pipeline = SSAO_INTERLEAVE_HALF;
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) {
+ interleave_pipeline = SSAO_INTERLEAVE;
+ } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
+ interleave_pipeline = SSAO_INTERLEAVE_SMART;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
+
+ RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_final }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_buffer), 0);
+
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
+ RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
+ } else {
+ RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label(); // Interleave
+ }
+ RD::get_singleton()->draw_command_end_label(); //SSAO
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer
+
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
+}
+
+void SSEffects::ssao_free(SSAORenderBuffers &p_ssao_buffers) {
+ if (p_ssao_buffers.ao_final.is_valid()) {
+ RD::get_singleton()->free(p_ssao_buffers.ao_deinterleaved);
+ RD::get_singleton()->free(p_ssao_buffers.ao_pong);
+ RD::get_singleton()->free(p_ssao_buffers.ao_final);
+
+ RD::get_singleton()->free(p_ssao_buffers.importance_map[0]);
+ RD::get_singleton()->free(p_ssao_buffers.importance_map[1]);
+
+ p_ssao_buffers.ao_deinterleaved = RID();
+ p_ssao_buffers.ao_pong = RID();
+ p_ssao_buffers.ao_final = RID();
+ p_ssao_buffers.importance_map[0] = RID();
+ p_ssao_buffers.importance_map[1] = RID();
+ p_ssao_buffers.ao_deinterleaved_slices.clear();
+ p_ssao_buffers.ao_pong_slices.clear();
+
+ p_ssao_buffers.gather_uniform_set = RID();
+ p_ssao_buffers.importance_map_uniform_set = RID();
+ }
+}
+
+/* Screen Space Reflection */
+
+void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count) {
+ // As we are processing one view at a time, we can reuse buffers, only our output needs to have layers for each view.
+
+ if (p_ssr_buffers.depth_scaled.is_null()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ tf.width = p_screen_size.x;
+ tf.height = p_screen_size.y;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ p_ssr_buffers.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.depth_scaled, "SSR Depth Scaled");
+
+ tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+
+ p_ssr_buffers.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.normal_scaled, "SSR Normal Scaled");
+ }
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_ssr_buffers.blur_radius[0].is_valid()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = p_screen_size.x;
+ tf.height = p_screen_size.y;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ p_ssr_buffers.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[0], "SSR Blur Radius 0");
+ p_ssr_buffers.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[1], "SSR Blur Radius 1");
+ }
+
+ if (p_ssr_buffers.intermediate.is_null()) {
+ RD::TextureFormat tf;
+ tf.format = p_color_format;
+ tf.width = p_screen_size.x;
+ tf.height = p_screen_size.y;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ p_ssr_buffers.intermediate = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.intermediate, "SSR Intermediate");
+
+ if (p_view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.array_layers = p_view_count;
+ } else {
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.array_layers = 1;
+ }
+
+ p_ssr_buffers.output = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(p_ssr_buffers.output, "SSR Output");
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ p_ssr_buffers.output_slices[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssr_buffers.output, v, 0);
+ }
+ }
+}
+
+void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ {
+ // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders
+ ScreenSpaceReflectionSceneData scene_data;
+
+ if (ssr.ubo.is_null()) {
+ ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
+ }
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ store_camera(p_projections[v], scene_data.projection[v]);
+ store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
+ scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
+ scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
+ scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
+ scene_data.eye_offset[v][3] = 0.0;
+ }
+
+ RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data, RD::BARRIER_MASK_COMPUTE);
+ }
+
+ uint32_t pipeline_specialization = 0;
+ if (p_view_count > 1) {
+ pipeline_specialization |= SSR_MULTIVIEW;
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v));
+
+ { //scale color and depth to half
+ RD::get_singleton()->draw_command_begin_label("SSR Scale");
+
+ ScreenSpaceReflectionScalePushConstant push_constant;
+ push_constant.view_index = v;
+ push_constant.camera_z_far = p_projections[v].get_z_far();
+ push_constant.camera_z_near = p_projections[v].get_z_near();
+ push_constant.orthogonal = p_projections[v].is_orthogonal();
+ push_constant.filter = false; //enabling causes arctifacts
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+
+ RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
+
+ RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse_slices[v] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
+
+ RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_slices[v] }));
+ RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
+
+ RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur), 2);
+
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ {
+ RD::get_singleton()->draw_command_begin_label("SSR main");
+
+ ScreenSpaceReflectionPushConstant push_constant;
+ push_constant.view_index = v;
+ push_constant.camera_z_far = p_projections[v].get_z_far();
+ push_constant.camera_z_near = p_projections[v].get_z_near();
+ push_constant.orthogonal = p_projections[v].is_orthogonal();
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.curve_fade_in = p_fade_in;
+ push_constant.distance_fade = p_fade_out;
+ push_constant.num_steps = p_max_steps;
+ push_constant.depth_tolerance = p_tolerance;
+ push_constant.use_half_res = true;
+ push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]);
+ push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]);
+ push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
+ push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1];
+ push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
+ push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
+ push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
+ push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);
+
+ ScreenSpaceReflectionMode mode = (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
+ RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]);
+
+ RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
+
+ RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_scale_depth), 0);
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
+ RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate, u_blur_radius), 1);
+ } else {
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
+ }
+
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
+
+ RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
+ RD::get_singleton()->draw_command_begin_label("SSR filter");
+ //blur
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ ScreenSpaceReflectionFilterPushConstant push_constant;
+ push_constant.view_index = v;
+ push_constant.orthogonal = p_projections[v].is_orthogonal();
+ push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0));
+ push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]);
+ push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]);
+ push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
+ push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1];
+ push_constant.vertical = 0;
+ if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
+ push_constant.steps = p_max_steps / 3;
+ push_constant.increment = 3;
+ } else if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) {
+ push_constant.steps = p_max_steps / 2;
+ push_constant.increment = 2;
+ } else {
+ push_constant.steps = p_max_steps;
+ push_constant.increment = 1;
+ }
+
+ push_constant.screen_size[0] = p_screen_size.width;
+ push_constant.screen_size[1] = p_screen_size.height;
+
+ // Horizontal pass
+
+ SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL;
+
+ RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
+
+ RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
+
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
+ RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius), 0);
+
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
+
+ RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
+ RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[1] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur, u_blur_radius2), 2);
+
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ // Vertical pass
+
+ mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL;
+ shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
+
+ push_constant.vertical = 1;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_blur_radius2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ if (v != p_view_count - 1) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) {
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ p_ssr_buffers.output_slices[v] = RID();
+ }
+
+ if (p_ssr_buffers.output.is_valid()) {
+ RD::get_singleton()->free(p_ssr_buffers.output);
+ p_ssr_buffers.output = RID();
+ }
+
+ if (p_ssr_buffers.intermediate.is_valid()) {
+ RD::get_singleton()->free(p_ssr_buffers.intermediate);
+ p_ssr_buffers.intermediate = RID();
+ }
+
+ if (p_ssr_buffers.blur_radius[0].is_valid()) {
+ RD::get_singleton()->free(p_ssr_buffers.blur_radius[0]);
+ RD::get_singleton()->free(p_ssr_buffers.blur_radius[1]);
+ p_ssr_buffers.blur_radius[0] = RID();
+ p_ssr_buffers.blur_radius[1] = RID();
+ }
+
+ if (p_ssr_buffers.depth_scaled.is_valid()) {
+ RD::get_singleton()->free(p_ssr_buffers.depth_scaled);
+ p_ssr_buffers.depth_scaled = RID();
+ RD::get_singleton()->free(p_ssr_buffers.normal_scaled);
+ p_ssr_buffers.normal_scaled = RID();
+ }
+}
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
new file mode 100644
index 0000000000..c31271ffd2
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/ss_effects.h
@@ -0,0 +1,508 @@
+/*************************************************************************/
+/* ss_effects.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef SS_EFFECTS_RD_H
+#define SS_EFFECTS_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssao.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssil.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class SSEffects {
+private:
+ static SSEffects *singleton;
+
+public:
+ static SSEffects *get_singleton() { return singleton; }
+
+ SSEffects();
+ ~SSEffects();
+
+ /* SS Downsampler */
+
+ void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection);
+
+ /* SSIL */
+
+ struct SSILRenderBuffers {
+ bool half_size = false;
+ int buffer_width;
+ int buffer_height;
+ int half_buffer_width;
+ int half_buffer_height;
+
+ RID ssil_final;
+ RID deinterleaved;
+ Vector<RID> deinterleaved_slices;
+ RID pong;
+ Vector<RID> pong_slices;
+ RID edges;
+ Vector<RID> edges_slices;
+ RID importance_map[2];
+ RID depth_texture_view;
+
+ RID last_frame;
+ Vector<RID> last_frame_slices;
+
+ RID gather_uniform_set;
+ RID importance_map_uniform_set;
+ RID projection_uniform_set;
+ };
+
+ struct SSILSettings {
+ float radius = 1.0;
+ float intensity = 2.0;
+ float sharpness = 0.98;
+ float normal_rejection = 1.0;
+
+ RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM;
+ bool half_size = true;
+ float adaptive_target = 0.5;
+ int blur_passes = 4;
+ float fadeout_from = 50.0;
+ float fadeout_to = 300.0;
+
+ Size2i full_screen_size = Size2i();
+ };
+
+ void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
+ void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
+ void ssil_free(SSILRenderBuffers &p_ssil_buffers);
+
+ /* SSAO */
+
+ struct SSAORenderBuffers {
+ bool half_size = false;
+ int buffer_width;
+ int buffer_height;
+ int half_buffer_width;
+ int half_buffer_height;
+
+ RID ao_deinterleaved;
+ Vector<RID> ao_deinterleaved_slices;
+ RID ao_pong;
+ Vector<RID> ao_pong_slices;
+ RID ao_final;
+ RID importance_map[2];
+ RID depth_texture_view;
+
+ RID gather_uniform_set;
+ RID importance_map_uniform_set;
+ };
+
+ struct SSAOSettings {
+ float radius = 1.0;
+ float intensity = 2.0;
+ float power = 1.5;
+ float detail = 0.5;
+ float horizon = 0.06;
+ float sharpness = 0.98;
+
+ RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
+ bool half_size = false;
+ float adaptive_target = 0.5;
+ int blur_passes = 2;
+ float fadeout_from = 50.0;
+ float fadeout_to = 300.0;
+
+ Size2i full_screen_size = Size2i();
+ };
+
+ void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);
+ void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
+ void ssao_free(SSAORenderBuffers &p_ssao_buffers);
+
+ /* Screen Space Reflection */
+
+ struct SSRRenderBuffers {
+ RID normal_scaled;
+ RID depth_scaled;
+ RID blur_radius[2];
+ RID intermediate;
+ RID output;
+ RID output_slices[RendererSceneRender::MAX_RENDER_VIEWS];
+ };
+
+ void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count);
+ void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
+ void ssr_free(SSRRenderBuffers &p_ssr_buffers);
+
+private:
+ /* SS Downsampler */
+
+ struct SSEffectsDownsamplePushConstant {
+ float pixel_size[2];
+ float z_far;
+ float z_near;
+ uint32_t orthogonal;
+ float radius_sq;
+ uint32_t pad[2];
+ };
+
+ enum SSEffectsMode {
+ SS_EFFECTS_DOWNSAMPLE,
+ SS_EFFECTS_DOWNSAMPLE_HALF_RES,
+ SS_EFFECTS_DOWNSAMPLE_MIPMAP,
+ SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
+ SS_EFFECTS_DOWNSAMPLE_HALF,
+ SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
+ SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
+ SS_EFFECTS_MAX
+ };
+
+ struct SSEffectsGatherConstants {
+ float rotation_matrices[80]; //5 vec4s * 4
+ };
+
+ struct SSEffectsShader {
+ SSEffectsDownsamplePushConstant downsample_push_constant;
+ SsEffectsDownsampleShaderRD downsample_shader;
+ RID downsample_shader_version;
+ RID downsample_uniform_set;
+ bool used_half_size_last_frame = false;
+ bool used_mips_last_frame = false;
+ bool used_full_mips_last_frame = false;
+
+ RID gather_constants_buffer;
+
+ RID mirror_sampler;
+
+ RID pipelines[SS_EFFECTS_MAX];
+ } ss_effects;
+
+ /* SSIL */
+
+ enum SSILMode {
+ SSIL_GATHER,
+ SSIL_GATHER_BASE,
+ SSIL_GATHER_ADAPTIVE,
+ SSIL_GENERATE_IMPORTANCE_MAP,
+ SSIL_PROCESS_IMPORTANCE_MAPA,
+ SSIL_PROCESS_IMPORTANCE_MAPB,
+ SSIL_BLUR_PASS,
+ SSIL_BLUR_PASS_SMART,
+ SSIL_BLUR_PASS_WIDE,
+ SSIL_INTERLEAVE,
+ SSIL_INTERLEAVE_SMART,
+ SSIL_INTERLEAVE_HALF,
+ SSIL_MAX
+ };
+
+ struct SSILGatherPushConstant {
+ int32_t screen_size[2];
+ int pass;
+ int quality;
+
+ float half_screen_pixel_size[2];
+ float half_screen_pixel_size_x025[2];
+
+ float NDC_to_view_mul[2];
+ float NDC_to_view_add[2];
+
+ float pad2[2];
+ float z_near;
+ float z_far;
+
+ float radius;
+ float intensity;
+ int size_multiplier;
+ int pad;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float normal_rejection_amount;
+ float inv_radius_near_limit;
+
+ uint32_t is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ int32_t pass_coord_offset[2];
+ float pass_uv_offset[2];
+ };
+
+ struct SSILImportanceMapPushConstant {
+ float half_screen_pixel_size[2];
+ float intensity;
+ float pad;
+ };
+
+ struct SSILBlurPushConstant {
+ float edge_sharpness;
+ float pad;
+ float half_screen_pixel_size[2];
+ };
+
+ struct SSILInterleavePushConstant {
+ float inv_sharpness;
+ uint32_t size_modifier;
+ float pixel_size[2];
+ };
+
+ struct SSILProjectionUniforms {
+ float inv_last_frame_projection_matrix[16];
+ };
+
+ struct SSIL {
+ SSILGatherPushConstant gather_push_constant;
+ SsilShaderRD gather_shader;
+ RID gather_shader_version;
+ RID projection_uniform_buffer;
+
+ SSILImportanceMapPushConstant importance_map_push_constant;
+ SsilImportanceMapShaderRD importance_map_shader;
+ RID importance_map_shader_version;
+ RID importance_map_load_counter;
+ RID counter_uniform_set;
+
+ SSILBlurPushConstant blur_push_constant;
+ SsilBlurShaderRD blur_shader;
+ RID blur_shader_version;
+
+ SSILInterleavePushConstant interleave_push_constant;
+ SsilInterleaveShaderRD interleave_shader;
+ RID interleave_shader_version;
+
+ RID pipelines[SSIL_MAX];
+ } ssil;
+
+ void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
+
+ /* SSAO */
+
+ enum SSAOMode {
+ SSAO_GATHER,
+ SSAO_GATHER_BASE,
+ SSAO_GATHER_ADAPTIVE,
+ SSAO_GENERATE_IMPORTANCE_MAP,
+ SSAO_PROCESS_IMPORTANCE_MAPA,
+ SSAO_PROCESS_IMPORTANCE_MAPB,
+ SSAO_BLUR_PASS,
+ SSAO_BLUR_PASS_SMART,
+ SSAO_BLUR_PASS_WIDE,
+ SSAO_INTERLEAVE,
+ SSAO_INTERLEAVE_SMART,
+ SSAO_INTERLEAVE_HALF,
+ SSAO_MAX
+ };
+
+ struct SSAOGatherPushConstant {
+ int32_t screen_size[2];
+ int pass;
+ int quality;
+
+ float half_screen_pixel_size[2];
+ int size_multiplier;
+ float detail_intensity;
+
+ float NDC_to_view_mul[2];
+ float NDC_to_view_add[2];
+
+ float pad[2];
+ float half_screen_pixel_size_x025[2];
+
+ float radius;
+ float intensity;
+ float shadow_power;
+ float shadow_clamp;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float horizon_angle_threshold;
+ float inv_radius_near_limit;
+
+ uint32_t is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ int32_t pass_coord_offset[2];
+ float pass_uv_offset[2];
+ };
+
+ struct SSAOImportanceMapPushConstant {
+ float half_screen_pixel_size[2];
+ float intensity;
+ float power;
+ };
+
+ struct SSAOBlurPushConstant {
+ float edge_sharpness;
+ float pad;
+ float half_screen_pixel_size[2];
+ };
+
+ struct SSAOInterleavePushConstant {
+ float inv_sharpness;
+ uint32_t size_modifier;
+ float pixel_size[2];
+ };
+
+ struct SSAO {
+ SSAOGatherPushConstant gather_push_constant;
+ SsaoShaderRD gather_shader;
+ RID gather_shader_version;
+
+ SSAOImportanceMapPushConstant importance_map_push_constant;
+ SsaoImportanceMapShaderRD importance_map_shader;
+ RID importance_map_shader_version;
+ RID importance_map_load_counter;
+ RID counter_uniform_set;
+
+ SSAOBlurPushConstant blur_push_constant;
+ SsaoBlurShaderRD blur_shader;
+ RID blur_shader_version;
+
+ SSAOInterleavePushConstant interleave_push_constant;
+ SsaoInterleaveShaderRD interleave_shader;
+ RID interleave_shader_version;
+
+ RID pipelines[SSAO_MAX];
+ } ssao;
+
+ void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
+
+ /* Screen Space Reflection */
+
+ enum SSRShaderSpecializations {
+ SSR_MULTIVIEW = 1 << 0,
+ SSR_VARIATIONS = 2,
+ };
+
+ struct ScreenSpaceReflectionSceneData {
+ float projection[2][16];
+ float inv_projection[2][16];
+ float eye_offset[2][4];
+ };
+
+ // SSR Scale
+
+ struct ScreenSpaceReflectionScalePushConstant {
+ int32_t screen_size[2];
+ float camera_z_near;
+ float camera_z_far;
+
+ uint32_t orthogonal;
+ uint32_t filter;
+ uint32_t view_index;
+ uint32_t pad1;
+ };
+
+ struct ScreenSpaceReflectionScale {
+ ScreenSpaceReflectionScaleShaderRD shader;
+ RID shader_version;
+ RID pipelines[SSR_VARIATIONS];
+ } ssr_scale;
+
+ // SSR main
+
+ enum ScreenSpaceReflectionMode {
+ SCREEN_SPACE_REFLECTION_NORMAL,
+ SCREEN_SPACE_REFLECTION_ROUGH,
+ SCREEN_SPACE_REFLECTION_MAX,
+ };
+
+ struct ScreenSpaceReflectionPushConstant {
+ float proj_info[4]; // 16 - 16
+
+ int32_t screen_size[2]; // 8 - 24
+ float camera_z_near; // 4 - 28
+ float camera_z_far; // 4 - 32
+
+ int32_t num_steps; // 4 - 36
+ float depth_tolerance; // 4 - 40
+ float distance_fade; // 4 - 44
+ float curve_fade_in; // 4 - 48
+
+ uint32_t orthogonal; // 4 - 52
+ float filter_mipmap_levels; // 4 - 56
+ uint32_t use_half_res; // 4 - 60
+ uint8_t metallic_mask[4]; // 4 - 64
+
+ uint32_t view_index; // 4 - 68
+ uint32_t pad[3]; // 12 - 80
+
+ // float projection[16]; // this is in our ScreenSpaceReflectionSceneData now
+ };
+
+ struct ScreenSpaceReflection {
+ ScreenSpaceReflectionShaderRD shader;
+ RID shader_version;
+ RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_MAX];
+
+ RID ubo;
+ } ssr;
+
+ // SSR Filter
+
+ struct ScreenSpaceReflectionFilterPushConstant {
+ float proj_info[4]; // 16 - 16
+
+ uint32_t orthogonal; // 4 - 20
+ float edge_tolerance; // 4 - 24
+ int32_t increment; // 4 - 28
+ uint32_t view_index; // 4 - 32
+
+ int32_t screen_size[2]; // 8 - 40
+ uint32_t vertical; // 4 - 44
+ uint32_t steps; // 4 - 48
+ };
+
+ enum SSRReflectionMode {
+ SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
+ SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
+ SCREEN_SPACE_REFLECTION_FILTER_MAX,
+ };
+
+ struct ScreenSpaceReflectionFilter {
+ ScreenSpaceReflectionFilterShaderRD shader;
+ RID shader_version;
+ RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX];
+ } ssr_filter;
+};
+
+} // namespace RendererRD
+
+#endif // SS_EFFECTS_RD_H
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.h b/servers/rendering/renderer_rd/effects/tone_mapper.h
index a90849dbeb..05db4a0cbe 100644
--- a/servers/rendering/renderer_rd/effects/tone_mapper.h
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.h
@@ -149,4 +149,4 @@ public:
} // namespace RendererRD
-#endif // !TONE_MAPPER_RD_H
+#endif // TONE_MAPPER_RD_H
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp
new file mode 100644
index 0000000000..fa0b99fef9
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/vrs.cpp
@@ -0,0 +1,171 @@
+/*************************************************************************/
+/* vrs.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "vrs.h"
+#include "../renderer_compositor_rd.h"
+#include "../storage_rd/texture_storage.h"
+#include "../uniform_set_cache_rd.h"
+#include "servers/xr_server.h"
+
+using namespace RendererRD;
+
+VRS::VRS() {
+ {
+ Vector<String> vrs_modes;
+ vrs_modes.push_back("\n"); // VRS_DEFAULT
+ vrs_modes.push_back("\n#define MULTIVIEW\n"); // VRS_MULTIVIEW
+
+ vrs_shader.shader.initialize(vrs_modes);
+
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ vrs_shader.shader.set_variant_enabled(VRS_MULTIVIEW, false);
+ }
+
+ vrs_shader.shader_version = vrs_shader.shader.version_create();
+
+ //use additive
+
+ for (int i = 0; i < VRS_MAX; i++) {
+ if (vrs_shader.shader.is_variant_enabled(i)) {
+ vrs_shader.pipelines[i].setup(vrs_shader.shader.version_get_shader(vrs_shader.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ vrs_shader.pipelines[i].clear();
+ }
+ }
+ }
+}
+
+VRS::~VRS() {
+ vrs_shader.shader.version_free(vrs_shader.shader_version);
+}
+
+void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+ VRSMode mode = p_multiview ? VRS_MULTIVIEW : VRS_DEFAULT;
+
+ RID shader = vrs_shader.shader.version_get_shader(vrs_shader.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, vrs_shader.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+ // RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb) {
+ // TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm
+
+ // TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
+ // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
+ // our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
+ // of the VRS buffer to supply.
+ Size2i texel_size = Size2i(16, 16);
+
+ RD::TextureFormat tf;
+ if (p_view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ } else {
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ }
+ tf.format = RD::DATA_FORMAT_R8_UINT;
+ tf.width = p_base_width / texel_size.x;
+ if (p_base_width % texel_size.x != 0) {
+ tf.width++;
+ }
+ tf.height = p_base_height / texel_size.y;
+ if (p_base_height % texel_size.y != 0) {
+ tf.height++;
+ }
+ tf.array_layers = p_view_count; // create a layer for every view
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.samples = RD::TEXTURE_SAMPLES_1;
+
+ p_vrs_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ // by default VRS is assumed to be our VRS attachment, but if we need to write into it, we need a bit more control
+ Vector<RID> fb;
+ fb.push_back(p_vrs_texture);
+
+ RD::FramebufferPass pass;
+ pass.color_attachments.push_back(0);
+
+ Vector<RD::FramebufferPass> passes;
+ passes.push_back(pass);
+
+ p_vrs_fb = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, p_view_count);
+}
+
+void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
+ TextureStorage *texture_storage = TextureStorage::get_singleton();
+ RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target);
+
+ if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
+ RD::get_singleton()->draw_command_begin_label("VRS Setup");
+
+ // TODO figure out if image has changed since it was last copied so we can save some resources..
+
+ if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) {
+ RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target);
+ if (vrs_texture.is_valid()) {
+ Texture *texture = texture_storage->get_texture(vrs_texture);
+ if (texture) {
+ // Copy into our density buffer
+ copy_vrs(texture->rd_texture, p_vrs_fb, texture->layers > 1);
+ }
+ }
+ } else if (vrs_mode == RS::VIEWPORT_VRS_XR) {
+ Ref<XRInterface> interface = XRServer::get_singleton()->get_primary_interface();
+ if (interface.is_valid()) {
+ RID vrs_texture = interface->get_vrs_texture();
+ if (vrs_texture.is_valid()) {
+ Texture *texture = texture_storage->get_texture(vrs_texture);
+ if (texture) {
+ // Copy into our density buffer
+ copy_vrs(texture->rd_texture, p_vrs_fb, texture->layers > 1);
+ }
+ }
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+}
diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h
new file mode 100644
index 0000000000..dd15df615e
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/vrs.h
@@ -0,0 +1,75 @@
+/*************************************************************************/
+/* vrs.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef VRS_RD_H
+#define VRS_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/vrs.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class VRS {
+private:
+ enum VRSMode {
+ VRS_DEFAULT,
+ VRS_MULTIVIEW,
+ VRS_MAX,
+ };
+
+ /* we have no push constant here (yet)
+ struct VRSPushConstant {
+
+ };
+ */
+
+ struct VRSShader {
+ // VRSPushConstant push_constant;
+ VrsShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[VRS_MAX];
+ } vrs_shader;
+
+public:
+ VRS();
+ ~VRS();
+
+ void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false);
+
+ void create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb);
+ void update_vrs_texture(RID p_vrs_fb, RID p_render_target);
+};
+
+} // namespace RendererRD
+
+#endif // VRS_RD_H
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index d45ddbc392..8d59b24f3f 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -41,14 +41,6 @@ bool EffectsRD::get_prefer_raster_effects() {
return prefer_raster_effects;
}
-static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- p_array[i * 4 + j] = p_mtx.matrix[i][j];
- }
- }
-}
-
RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
if (image_to_uniform_set_cache.has(p_image)) {
RID uniform_set = image_to_uniform_set_cache[p_image];
@@ -86,7 +78,7 @@ RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps)
u.append_id(p_texture);
uniforms.push_back(u);
// anything with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, specular_merge.shader.version_get_shader(specular_merge.shader_version, 0), 0);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
@@ -116,105 +108,6 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m
return uniform_set;
}
-RID EffectsRD::_get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler) {
- TextureSamplerPair tsp;
- tsp.texture = p_texture;
- tsp.sampler = p_sampler;
-
- if (texture_sampler_to_compute_uniform_set_cache.has(tsp)) {
- RID uniform_set = texture_sampler_to_compute_uniform_set_cache[tsp];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(p_sampler);
- u.append_id(p_texture);
- uniforms.push_back(u);
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0), 0);
-
- texture_sampler_to_compute_uniform_set_cache[tsp] = uniform_set;
-
- return uniform_set;
-}
-
-RID EffectsRD::_get_compute_uniform_set_from_texture_pair(RID p_texture1, RID p_texture2, bool p_use_mipmaps) {
- TexturePair tp;
- tp.texture1 = p_texture1;
- tp.texture2 = p_texture2;
-
- if (texture_pair_to_compute_uniform_set_cache.has(tp)) {
- RID uniform_set = texture_pair_to_compute_uniform_set_cache[tp];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
- u.append_id(p_texture1);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 1;
- u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
- u.append_id(p_texture2);
- uniforms.push_back(u);
- }
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 1);
-
- texture_pair_to_compute_uniform_set_cache[tp] = uniform_set;
-
- return uniform_set;
-}
-
-RID EffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_texture2) {
- TexturePair tp;
- tp.texture1 = p_texture1;
- tp.texture2 = p_texture2;
-
- if (image_pair_to_compute_uniform_set_cache.has(tp)) {
- RID uniform_set = image_pair_to_compute_uniform_set_cache[tp];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.append_id(p_texture1);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.append_id(p_texture2);
- uniforms.push_back(u);
- }
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 3);
-
- image_pair_to_compute_uniform_set_cache[tp] = uniform_set;
-
- return uniform_set;
-}
-
void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness) {
memset(&FSR_upscale.push_constant, 0, sizeof(FSRUpscalePushConstant));
@@ -281,126 +174,7 @@ void EffectsRD::taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- { //scale color and depth to half
- ssr_scale.push_constant.camera_z_far = p_camera.get_z_far();
- ssr_scale.push_constant.camera_z_near = p_camera.get_z_near();
- ssr_scale.push_constant.orthogonal = p_camera.is_orthogonal();
- ssr_scale.push_constant.filter = false; //enabling causes arctifacts
- ssr_scale.push_constant.screen_size[0] = p_screen_size.x;
- ssr_scale.push_constant.screen_size[1] = p_screen_size.y;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipeline);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_depth, p_normal_roughness), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output_blur), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_scale_depth, p_scale_normal), 3);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_scale.push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
-
- {
- ssr.push_constant.camera_z_far = p_camera.get_z_far();
- ssr.push_constant.camera_z_near = p_camera.get_z_near();
- ssr.push_constant.orthogonal = p_camera.is_orthogonal();
- ssr.push_constant.screen_size[0] = p_screen_size.x;
- ssr.push_constant.screen_size[1] = p_screen_size.y;
- ssr.push_constant.curve_fade_in = p_fade_in;
- ssr.push_constant.distance_fade = p_fade_out;
- ssr.push_constant.num_steps = p_max_steps;
- ssr.push_constant.depth_tolerance = p_tolerance;
- ssr.push_constant.use_half_res = true;
- ssr.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
- ssr.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
- ssr.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
- ssr.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
- ssr.push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
- ssr.push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
- ssr.push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
- ssr.push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);
- store_camera(p_camera, ssr.push_constant.projection);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[(p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL]);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr.push_constant, sizeof(ScreenSpaceReflectionPushConstant));
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_scale_depth), 0);
-
- if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2);
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
- }
-
- if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
- //blur
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- ssr_filter.push_constant.orthogonal = p_camera.is_orthogonal();
- ssr_filter.push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0));
- ssr_filter.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
- ssr_filter.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
- ssr_filter.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
- ssr_filter.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
- ssr_filter.push_constant.vertical = 0;
- if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
- ssr_filter.push_constant.steps = p_max_steps / 3;
- ssr_filter.push_constant.increment = 3;
- } else if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) {
- ssr_filter.push_constant.steps = p_max_steps / 2;
- ssr_filter.push_constant.increment = 2;
- } else {
- ssr_filter.push_constant.steps = p_max_steps;
- ssr_filter.push_constant.increment = 1;
- }
-
- ssr_filter.push_constant.screen_size[0] = p_screen_size.width;
- ssr_filter.push_constant.screen_size[1] = p_screen_size.height;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_VERTICAL]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
-
- ssr_filter.push_constant.vertical = 1;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
+void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
@@ -443,36 +217,6 @@ void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_dept
}
}
-void EffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection) {
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, Vector<Color>());
-
- if (p_reflection.is_valid()) {
- if (p_base.is_valid()) {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2);
- } else {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- }
-
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_reflection), 1);
-
- } else {
- if (p_base.is_valid()) {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2);
- } else {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- }
-
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0);
- }
-
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
void EffectsRD::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.");
@@ -546,674 +290,6 @@ void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_
}
}
-void EffectsRD::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection) {
- // Downsample and deinterleave the depth buffer for SSAO and SSIL
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- int downsample_pipeline = SS_EFFECTS_DOWNSAMPLE;
- bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
-
- if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_HALF;
- } else if (use_mips) {
- downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
- }
-
- bool use_half_size = false;
- bool use_full_mips = false;
-
- if (p_ssao_half_size && p_ssil_half_size) {
- downsample_pipeline++;
- use_half_size = true;
- } else if (p_ssao_half_size != p_ssil_half_size) {
- if (use_mips) {
- downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
- use_full_mips = true;
- } else {
- // Only need the first two mipmaps, but the cost to generate the next two is trivial
- // TODO investigate the benefit of a shader version to generate only 2 mips
- downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
- use_mips = true;
- }
- }
-
- int depth_index = use_half_size ? 1 : 0;
-
- RD::get_singleton()->draw_command_begin_label("Downsample Depth");
- if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.append_id(p_depth_mipmaps[depth_index + 1]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.append_id(p_depth_mipmaps[depth_index + 2]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.append_id(p_depth_mipmaps[depth_index + 3]);
- uniforms.push_back(u);
- }
- if (use_full_mips) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.append_id(p_depth_mipmaps[4]);
- uniforms.push_back(u);
- }
- ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2);
- }
-
- float depth_linearize_mul = -p_projection.matrix[3][2];
- float depth_linearize_add = p_projection.matrix[2][2];
- if (depth_linearize_mul * depth_linearize_add < 0) {
- depth_linearize_add = -depth_linearize_add;
- }
-
- ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
- ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
- ss_effects.downsample_push_constant.z_far = depth_linearize_add;
- if (ss_effects.downsample_push_constant.orthogonal) {
- ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
- ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
- }
- ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x;
- ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y;
- ss_effects.downsample_push_constant.radius_sq = 1.0;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_pipeline]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[depth_index + 0]), 1);
- if (use_mips) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2);
- }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
-
- Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1)));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label();
-
- RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
-
- ss_effects.used_full_mips_last_frame = use_full_mips;
- ss_effects.used_half_size_last_frame = use_half_size;
-}
-
-void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
- if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
- }
-
- for (int i = 0; i < 4; i++) {
- if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
- continue;
- }
-
- ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
- ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
- ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
- ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
- ssao.gather_push_constant.pass = i;
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 2);
- RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
-
- Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
-
- RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
- }
- RD::get_singleton()->compute_list_add_barrier(p_compute_list);
-}
-
-void EffectsRD::generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, 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_gather_uniform_set, RID &r_importance_map_uniform_set) {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
- /* FIRST PASS */
-
- RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
- /* SECOND PASS */
- // Sample SSAO
- {
- RD::get_singleton()->draw_command_begin_label("Gather Samples");
- ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
- ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
-
- ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
- ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
- float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
- float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
- ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
- ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
- ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
- ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
- ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
-
- ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25;
- ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25;
-
- ssao.gather_push_constant.radius = p_settings.radius;
- float radius_near_limit = (p_settings.radius * 1.2f);
- if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) {
- radius_near_limit *= 1.50f;
-
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- ssao.gather_push_constant.radius *= 0.8f;
- }
- }
- radius_near_limit /= tan_half_fov_y;
- ssao.gather_push_constant.intensity = p_settings.intensity;
- ssao.gather_push_constant.shadow_power = p_settings.power;
- ssao.gather_push_constant.shadow_clamp = 0.98;
- ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
- ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
- ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
- ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
- ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
-
- ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255);
- ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
-
- ssao.gather_push_constant.detail_intensity = p_settings.detail;
- ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
- ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
-
- if (p_invalidate_uniform_sets) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(default_sampler);
- u.append_id(p_depth_mipmaps_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.append_id(p_normal_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.append_id(ss_effects.gather_constants_buffer);
- uniforms.push_back(u);
- }
- r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0);
- }
-
- if (p_invalidate_uniform_sets) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.append_id(p_ao_pong);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 1;
- u.append_id(default_sampler);
- u.append_id(p_importance_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.append_id(ssao.importance_map_load_counter);
- uniforms.push_back(u);
- }
- r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
- }
-
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) {
- RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
- ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
- ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
- ssao.importance_map_push_constant.intensity = p_settings.intensity;
- ssao.importance_map_push_constant.power = p_settings.power;
- //base pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
- gather_ssao(compute_list, p_ao_pong_slices, p_settings, true, r_gather_uniform_set, RID());
- //generate importance map
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- //process importance map A
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- //process Importance Map B
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
- RD::get_singleton()->draw_command_end_label(); // Importance Map
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
- }
-
- gather_ssao(compute_list, p_ao_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set);
- RD::get_singleton()->draw_command_end_label(); // Gather SSAO
- }
-
- // /* THIRD PASS */
- // // Blur
- //
- {
- RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
- ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
- ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
- ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
-
- int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
-
- for (int pass = 0; pass < blur_passes; pass++) {
- int blur_pipeline = SSAO_BLUR_PASS;
- if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
- blur_pipeline = SSAO_BLUR_PASS_SMART;
- if (pass < blur_passes - 2) {
- blur_pipeline = SSAO_BLUR_PASS_WIDE;
- } else {
- blur_pipeline = SSAO_BLUR_PASS_SMART;
- }
- }
-
- for (int i = 0; i < 4; i++) {
- if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
- continue;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
- if (pass % 2 == 0) {
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ss_effects.mirror_sampler), 0);
- }
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1);
- } else {
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ss_effects.mirror_sampler), 0);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1);
- }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
-
- Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
- }
-
- if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- }
- RD::get_singleton()->draw_command_end_label(); // Blur
- }
-
- /* FOURTH PASS */
- // Interleave buffers
- // back to full size
- {
- RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
- ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
- ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
- ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
- ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
-
- int interleave_pipeline = SSAO_INTERLEAVE_HALF;
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) {
- interleave_pipeline = SSAO_INTERLEAVE;
- } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
- interleave_pipeline = SSAO_INTERLEAVE_SMART;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 0);
- if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao), 1);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 1);
- }
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label(); // Interleave
- }
- RD::get_singleton()->draw_command_end_label(); //SSAO
- RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer
-
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
-}
-
-void EffectsRD::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
- if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
-
- for (int i = 0; i < 4; i++) {
- if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
- continue;
- }
-
- ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
- ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
- ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
- ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
- ssil.gather_push_constant.pass = i;
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_image_pair(p_ssil_slices[i], p_edges_slices[i]), 2);
- RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
-
- Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
-
- RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
- }
- RD::get_singleton()->compute_list_add_barrier(p_compute_list);
-}
-
-void EffectsRD::screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ssil, const Vector<RID> p_ssil_slices, RID p_ssil_pong, const Vector<RID> p_ssil_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set) {
- RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
- //Store projection info before starting the compute list
- SSILProjectionUniforms projection_uniforms;
- store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
-
- RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
-
- memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- {
- RD::get_singleton()->draw_command_begin_label("Gather Samples");
- ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
- ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
-
- ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
- ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
- float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
- float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
- ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
- ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
- ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
- ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
- ssil.gather_push_constant.z_near = p_projection.get_z_near();
- ssil.gather_push_constant.z_far = p_projection.get_z_far();
- ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
-
- ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25;
- ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25;
-
- ssil.gather_push_constant.radius = p_settings.radius;
- float radius_near_limit = (p_settings.radius * 1.2f);
- if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) {
- radius_near_limit *= 1.50f;
-
- if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- ssil.gather_push_constant.radius *= 0.8f;
- }
- }
- radius_near_limit /= tan_half_fov_y;
- ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI;
- ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
- ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
- ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
- ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
- ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
-
- ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255);
- ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
-
- ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
- ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
-
- if (p_invalidate_uniform_sets) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(default_mipmap_sampler);
- u.append_id(p_diffuse);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 1;
- u.append_id(ssil.projection_uniform_buffer);
- uniforms.push_back(u);
- }
- r_projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3);
- }
-
- if (p_invalidate_uniform_sets) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(default_sampler);
- u.append_id(p_depth_mipmaps_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.append_id(p_normal_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.append_id(ss_effects.gather_constants_buffer);
- uniforms.push_back(u);
- }
- r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0);
- }
-
- if (p_invalidate_uniform_sets) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.append_id(p_ssil_pong);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 1;
- u.append_id(default_sampler);
- u.append_id(p_importance_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.append_id(ssil.importance_map_load_counter);
- uniforms.push_back(u);
- }
- r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1);
- }
-
- if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) {
- RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
- ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
- ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
- ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
- //base pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
- gather_ssil(compute_list, p_ssil_pong_slices, p_edges_slices, p_settings, true, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set);
- //generate importance map
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- // process Importance Map A
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- // process Importance Map B
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- RD::get_singleton()->draw_command_end_label(); // Importance Map
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
- }
-
- gather_ssil(compute_list, p_ssil_slices, p_edges_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set);
- RD::get_singleton()->draw_command_end_label(); //Gather
- }
-
- {
- RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
- ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
- ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
- ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
-
- int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
-
- for (int pass = 0; pass < blur_passes; pass++) {
- int blur_pipeline = SSIL_BLUR_PASS;
- if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
- blur_pipeline = SSIL_BLUR_PASS_SMART;
- if (pass < blur_passes - 2) {
- blur_pipeline = SSIL_BLUR_PASS_WIDE;
- }
- }
-
- for (int i = 0; i < 4; i++) {
- if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
- continue;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
- if (pass % 2 == 0) {
- if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_slices[i]), 0);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_slices[i], ss_effects.mirror_sampler), 0);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_pong_slices[i]), 1);
- } else {
- if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong_slices[i]), 0);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_pong_slices[i], ss_effects.mirror_sampler), 0);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_slices[i]), 1);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges_slices[i]), 2);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
-
- int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1));
- int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
- if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- }
- }
-
- RD::get_singleton()->draw_command_end_label(); // Blur
- }
-
- {
- RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
- ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
- ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
- ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
- ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
-
- int interleave_pipeline = SSIL_INTERLEAVE_HALF;
- if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) {
- interleave_pipeline = SSIL_INTERLEAVE;
- } else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
- interleave_pipeline = SSIL_INTERLEAVE_SMART;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination), 0);
-
- if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil), 1);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 1);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges), 2);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label(); // Interleave
- }
-
- RD::get_singleton()->draw_command_end_label(); // SSIL
-
- RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
-
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
-}
-
void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
roughness_limiter.push_constant.screen_size[0] = p_size.x;
roughness_limiter.push_constant.screen_size[1] = p_size.y;
@@ -1304,12 +380,12 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
{
Vector<String> FSR_upscale_modes;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
// MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though.
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
#else
// Everyone else can use normal mode when available.
- if (RD::get_singleton()->get_device_capabilities()->supports_fsr_half_float) {
+ if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
} else {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
@@ -1358,154 +434,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
if (!prefer_raster_effects) {
- {
- // Initialize depth buffer for screen space effects
- Vector<String> downsampler_modes;
- downsampler_modes.push_back("\n");
- downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
- downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
- downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
- downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
- downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
- downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
-
- ss_effects.downsample_shader.initialize(downsampler_modes);
-
- ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
-
- for (int i = 0; i < SS_EFFECTS_MAX; i++) {
- ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
- }
-
- ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
- SSEffectsGatherConstants gather_constants;
-
- const int sub_pass_count = 5;
- for (int pass = 0; pass < 4; pass++) {
- for (int subPass = 0; subPass < sub_pass_count; subPass++) {
- int a = pass;
- int b = subPass;
-
- int spmap[5]{ 0, 1, 4, 3, 2 };
- b = spmap[subPass];
-
- float ca, sa;
- float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
-
- ca = Math::cos(angle0);
- sa = Math::sin(angle0);
-
- float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
-
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
- }
- }
-
- RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
- }
-
- {
- // Initialize ssao
-
- RD::SamplerState sampler;
- sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.max_lod = 4;
-
- ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
-
- uint32_t pipeline = 0;
- {
- Vector<String> ssao_modes;
-
- ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define SSAO_BASE\n");
- ssao_modes.push_back("\n#define ADAPTIVE\n");
-
- ssao.gather_shader.initialize(ssao_modes);
-
- ssao.gather_shader_version = ssao.gather_shader.version_create();
-
- for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
- pipeline++;
- }
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define GENERATE_MAP\n");
- ssao_modes.push_back("\n#define PROCESS_MAPA\n");
- ssao_modes.push_back("\n#define PROCESS_MAPB\n");
-
- ssao.importance_map_shader.initialize(ssao_modes);
-
- ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
-
- for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
-
- pipeline++;
- }
- ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
- RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.append_id(ssao.importance_map_load_counter);
- uniforms.push_back(u);
- }
- ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
- RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MODE_NON_SMART\n");
- ssao_modes.push_back("\n#define MODE_SMART\n");
- ssao_modes.push_back("\n#define MODE_WIDE\n");
-
- ssao.blur_shader.initialize(ssao_modes);
-
- ssao.blur_shader_version = ssao.blur_shader.version_create();
-
- for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
-
- pipeline++;
- }
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MODE_NON_SMART\n");
- ssao_modes.push_back("\n#define MODE_SMART\n");
- ssao_modes.push_back("\n#define MODE_HALF\n");
-
- ssao.interleave_shader.initialize(ssao_modes);
-
- ssao.interleave_shader_version = ssao.interleave_shader.version_create();
- for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
- RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
- pipeline++;
- }
- }
-
- ERR_FAIL_COND(pipeline != SSAO_MAX);
- }
- }
-
- if (!prefer_raster_effects) {
// Initialize roughness limiter
Vector<String> shader_modes;
shader_modes.push_back("");
@@ -1518,81 +446,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
if (!prefer_raster_effects) {
- Vector<String> specular_modes;
- specular_modes.push_back("\n#define MODE_MERGE\n");
- specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n");
- specular_modes.push_back("\n");
- specular_modes.push_back("\n#define MODE_SSR\n");
-
- specular_merge.shader.initialize(specular_modes);
-
- specular_merge.shader_version = specular_merge.shader.version_create();
-
- //use additive
-
- RD::PipelineColorBlendState::Attachment ba;
- ba.enable_blend = true;
- ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.color_blend_op = RD::BLEND_OP_ADD;
- ba.alpha_blend_op = RD::BLEND_OP_ADD;
-
- RD::PipelineColorBlendState blend_additive;
- blend_additive.attachments.push_back(ba);
-
- for (int i = 0; i < SPECULAR_MERGE_MAX; i++) {
- RD::PipelineColorBlendState blend_state;
- if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR) {
- blend_state = blend_additive;
- } else {
- blend_state = RD::PipelineColorBlendState::create_disabled();
- }
- specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
- }
- }
-
- if (!prefer_raster_effects) {
- {
- Vector<String> ssr_modes;
- ssr_modes.push_back("\n");
- ssr_modes.push_back("\n#define MODE_ROUGH\n");
-
- ssr.shader.initialize(ssr_modes);
-
- ssr.shader_version = ssr.shader.version_create();
-
- for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
- ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i));
- }
- }
-
- {
- Vector<String> ssr_filter_modes;
- ssr_filter_modes.push_back("\n");
- ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n");
-
- ssr_filter.shader.initialize(ssr_filter_modes);
-
- ssr_filter.shader_version = ssr_filter.shader.version_create();
-
- for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
- ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i));
- }
- }
-
- {
- Vector<String> ssr_scale_modes;
- ssr_scale_modes.push_back("\n");
-
- ssr_scale.shader.initialize(ssr_scale_modes);
-
- ssr_scale.shader_version = ssr_scale.shader.version_create();
-
- ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0));
- }
-
{
Vector<String> sss_modes;
sss_modes.push_back("\n#define USE_11_SAMPLES\n");
@@ -1607,79 +460,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
}
}
-
- {
- Vector<String> ssil_modes;
- ssil_modes.push_back("\n");
- ssil_modes.push_back("\n#define SSIL_BASE\n");
- ssil_modes.push_back("\n#define ADAPTIVE\n");
-
- ssil.gather_shader.initialize(ssil_modes);
-
- ssil.gather_shader_version = ssil.gather_shader.version_create();
-
- for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
- ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
- }
- ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
- }
-
- {
- Vector<String> ssil_modes;
- ssil_modes.push_back("\n#define GENERATE_MAP\n");
- ssil_modes.push_back("\n#define PROCESS_MAPA\n");
- ssil_modes.push_back("\n#define PROCESS_MAPB\n");
-
- ssil.importance_map_shader.initialize(ssil_modes);
-
- ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
-
- for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
- ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP));
- }
- ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
- RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.append_id(ssil.importance_map_load_counter);
- uniforms.push_back(u);
- }
- ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2);
- RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
- }
- {
- Vector<String> ssil_modes;
- ssil_modes.push_back("\n#define MODE_NON_SMART\n");
- ssil_modes.push_back("\n#define MODE_SMART\n");
- ssil_modes.push_back("\n#define MODE_WIDE\n");
-
- ssil.blur_shader.initialize(ssil_modes);
-
- ssil.blur_shader_version = ssil.blur_shader.version_create();
- for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
- ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
- }
- }
-
- {
- Vector<String> ssil_modes;
- ssil_modes.push_back("\n#define MODE_NON_SMART\n");
- ssil_modes.push_back("\n#define MODE_SMART\n");
- ssil_modes.push_back("\n#define MODE_HALF\n");
-
- ssil.interleave_shader.initialize(ssil_modes);
-
- ssil.interleave_shader_version = ssil.interleave_shader.version_create();
- for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
- ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
- }
- }
}
{
@@ -1751,27 +531,8 @@ EffectsRD::~EffectsRD() {
luminance_reduce.shader.version_free(luminance_reduce.shader_version);
}
if (!prefer_raster_effects) {
- specular_merge.shader.version_free(specular_merge.shader_version);
- ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
- ssao.blur_shader.version_free(ssao.blur_shader_version);
- ssao.gather_shader.version_free(ssao.gather_shader_version);
- ssao.interleave_shader.version_free(ssao.interleave_shader_version);
- ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
- ssil.blur_shader.version_free(ssil.blur_shader_version);
- ssil.gather_shader.version_free(ssil.gather_shader_version);
- ssil.interleave_shader.version_free(ssil.interleave_shader_version);
- ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
- ssr.shader.version_free(ssr.shader_version);
- ssr_filter.shader.version_free(ssr_filter.shader_version);
- ssr_scale.shader.version_free(ssr_scale.shader_version);
sss.shader.version_free(sss.shader_version);
-
- RD::get_singleton()->free(ss_effects.mirror_sampler);
- RD::get_singleton()->free(ss_effects.gather_constants_buffer);
- RD::get_singleton()->free(ssao.importance_map_load_counter);
- RD::get_singleton()->free(ssil.importance_map_load_counter);
- RD::get_singleton()->free(ssil.projection_uniform_buffer);
}
sort.shader.version_free(sort.shader_version);
}
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 76627a8d7d..94cd26fae9 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -31,26 +31,13 @@
#ifndef EFFECTS_RD_H
#define EFFECTS_RD_H
-#include "core/math/camera_matrix.h"
+#include "core/math/projection.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssil.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssil_blur.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssil_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/taa_resolve.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
@@ -142,231 +129,6 @@ private:
PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
} luminance_reduce_raster;
- struct SSEffectsDownsamplePushConstant {
- float pixel_size[2];
- float z_far;
- float z_near;
- uint32_t orthogonal;
- float radius_sq;
- uint32_t pad[2];
- };
-
- enum SSEffectsMode {
- SS_EFFECTS_DOWNSAMPLE,
- SS_EFFECTS_DOWNSAMPLE_HALF_RES,
- SS_EFFECTS_DOWNSAMPLE_MIPMAP,
- SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
- SS_EFFECTS_DOWNSAMPLE_HALF,
- SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
- SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
- SS_EFFECTS_MAX
- };
-
- struct SSEffectsGatherConstants {
- float rotation_matrices[80]; //5 vec4s * 4
- };
-
- struct SSEffects {
- SSEffectsDownsamplePushConstant downsample_push_constant;
- SsEffectsDownsampleShaderRD downsample_shader;
- RID downsample_shader_version;
- RID downsample_uniform_set;
- bool used_half_size_last_frame = false;
- bool used_mips_last_frame = false;
- bool used_full_mips_last_frame = false;
-
- RID gather_constants_buffer;
-
- RID mirror_sampler;
-
- RID pipelines[SS_EFFECTS_MAX];
- } ss_effects;
-
- enum SSAOMode {
- SSAO_GATHER,
- SSAO_GATHER_BASE,
- SSAO_GATHER_ADAPTIVE,
- SSAO_GENERATE_IMPORTANCE_MAP,
- SSAO_PROCESS_IMPORTANCE_MAPA,
- SSAO_PROCESS_IMPORTANCE_MAPB,
- SSAO_BLUR_PASS,
- SSAO_BLUR_PASS_SMART,
- SSAO_BLUR_PASS_WIDE,
- SSAO_INTERLEAVE,
- SSAO_INTERLEAVE_SMART,
- SSAO_INTERLEAVE_HALF,
- SSAO_MAX
- };
-
- struct SSAOGatherPushConstant {
- int32_t screen_size[2];
- int pass;
- int quality;
-
- float half_screen_pixel_size[2];
- int size_multiplier;
- float detail_intensity;
-
- float NDC_to_view_mul[2];
- float NDC_to_view_add[2];
-
- float pad[2];
- float half_screen_pixel_size_x025[2];
-
- float radius;
- float intensity;
- float shadow_power;
- float shadow_clamp;
-
- float fade_out_mul;
- float fade_out_add;
- float horizon_angle_threshold;
- float inv_radius_near_limit;
-
- uint32_t is_orthogonal;
- float neg_inv_radius;
- float load_counter_avg_div;
- float adaptive_sample_limit;
-
- int32_t pass_coord_offset[2];
- float pass_uv_offset[2];
- };
-
- struct SSAOImportanceMapPushConstant {
- float half_screen_pixel_size[2];
- float intensity;
- float power;
- };
-
- struct SSAOBlurPushConstant {
- float edge_sharpness;
- float pad;
- float half_screen_pixel_size[2];
- };
-
- struct SSAOInterleavePushConstant {
- float inv_sharpness;
- uint32_t size_modifier;
- float pixel_size[2];
- };
-
- struct SSAO {
- SSAOGatherPushConstant gather_push_constant;
- SsaoShaderRD gather_shader;
- RID gather_shader_version;
-
- SSAOImportanceMapPushConstant importance_map_push_constant;
- SsaoImportanceMapShaderRD importance_map_shader;
- RID importance_map_shader_version;
- RID importance_map_load_counter;
- RID counter_uniform_set;
-
- SSAOBlurPushConstant blur_push_constant;
- SsaoBlurShaderRD blur_shader;
- RID blur_shader_version;
-
- SSAOInterleavePushConstant interleave_push_constant;
- SsaoInterleaveShaderRD interleave_shader;
- RID interleave_shader_version;
-
- RID pipelines[SSAO_MAX];
- } ssao;
-
- enum SSILMode {
- SSIL_GATHER,
- SSIL_GATHER_BASE,
- SSIL_GATHER_ADAPTIVE,
- SSIL_GENERATE_IMPORTANCE_MAP,
- SSIL_PROCESS_IMPORTANCE_MAPA,
- SSIL_PROCESS_IMPORTANCE_MAPB,
- SSIL_BLUR_PASS,
- SSIL_BLUR_PASS_SMART,
- SSIL_BLUR_PASS_WIDE,
- SSIL_INTERLEAVE,
- SSIL_INTERLEAVE_SMART,
- SSIL_INTERLEAVE_HALF,
- SSIL_MAX
- };
-
- struct SSILGatherPushConstant {
- int32_t screen_size[2];
- int pass;
- int quality;
-
- float half_screen_pixel_size[2];
- float half_screen_pixel_size_x025[2];
-
- float NDC_to_view_mul[2];
- float NDC_to_view_add[2];
-
- float pad2[2];
- float z_near;
- float z_far;
-
- float radius;
- float intensity;
- int size_multiplier;
- int pad;
-
- float fade_out_mul;
- float fade_out_add;
- float normal_rejection_amount;
- float inv_radius_near_limit;
-
- uint32_t is_orthogonal;
- float neg_inv_radius;
- float load_counter_avg_div;
- float adaptive_sample_limit;
-
- int32_t pass_coord_offset[2];
- float pass_uv_offset[2];
- };
-
- struct SSILImportanceMapPushConstant {
- float half_screen_pixel_size[2];
- float intensity;
- float pad;
- };
-
- struct SSILBlurPushConstant {
- float edge_sharpness;
- float pad;
- float half_screen_pixel_size[2];
- };
-
- struct SSILInterleavePushConstant {
- float inv_sharpness;
- uint32_t size_modifier;
- float pixel_size[2];
- };
-
- struct SSILProjectionUniforms {
- float inv_last_frame_projection_matrix[16];
- };
-
- struct SSIL {
- SSILGatherPushConstant gather_push_constant;
- SsilShaderRD gather_shader;
- RID gather_shader_version;
- RID projection_uniform_buffer;
-
- SSILImportanceMapPushConstant importance_map_push_constant;
- SsilImportanceMapShaderRD importance_map_shader;
- RID importance_map_shader_version;
- RID importance_map_load_counter;
- RID counter_uniform_set;
-
- SSILBlurPushConstant blur_push_constant;
- SsilBlurShaderRD blur_shader;
- RID blur_shader_version;
-
- SSILInterleavePushConstant interleave_push_constant;
- SsilInterleaveShaderRD interleave_shader;
- RID interleave_shader_version;
-
- RID pipelines[SSIL_MAX];
- } ssil;
-
struct RoughnessLimiterPushConstant {
int32_t screen_size[2];
float curve;
@@ -381,101 +143,6 @@ private:
} roughness_limiter;
- enum SpecularMergeMode {
- SPECULAR_MERGE_ADD,
- SPECULAR_MERGE_SSR,
- SPECULAR_MERGE_ADDITIVE_ADD,
- SPECULAR_MERGE_ADDITIVE_SSR,
- SPECULAR_MERGE_MAX
- };
-
- /* Specular merge must be done using raster, rather than compute
- * because it must continue the existing color buffer
- */
-
- struct SpecularMerge {
- SpecularMergeShaderRD shader;
- RID shader_version;
- PipelineCacheRD pipelines[SPECULAR_MERGE_MAX];
-
- } specular_merge;
-
- enum ScreenSpaceReflectionMode {
- SCREEN_SPACE_REFLECTION_NORMAL,
- SCREEN_SPACE_REFLECTION_ROUGH,
- SCREEN_SPACE_REFLECTION_MAX,
- };
-
- struct ScreenSpaceReflectionPushConstant {
- float proj_info[4];
-
- int32_t screen_size[2];
- float camera_z_near;
- float camera_z_far;
-
- int32_t num_steps;
- float depth_tolerance;
- float distance_fade;
- float curve_fade_in;
-
- uint32_t orthogonal;
- float filter_mipmap_levels;
- uint32_t use_half_res;
- uint8_t metallic_mask[4];
-
- float projection[16];
- };
-
- struct ScreenSpaceReflection {
- ScreenSpaceReflectionPushConstant push_constant;
- ScreenSpaceReflectionShaderRD shader;
- RID shader_version;
- RID pipelines[SCREEN_SPACE_REFLECTION_MAX];
-
- } ssr;
-
- struct ScreenSpaceReflectionFilterPushConstant {
- float proj_info[4];
-
- uint32_t orthogonal;
- float edge_tolerance;
- int32_t increment;
- uint32_t pad;
-
- int32_t screen_size[2];
- uint32_t vertical;
- uint32_t steps;
- };
- enum {
- SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
- SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
- SCREEN_SPACE_REFLECTION_FILTER_MAX,
- };
-
- struct ScreenSpaceReflectionFilter {
- ScreenSpaceReflectionFilterPushConstant push_constant;
- ScreenSpaceReflectionFilterShaderRD shader;
- RID shader_version;
- RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX];
- } ssr_filter;
-
- struct ScreenSpaceReflectionScalePushConstant {
- int32_t screen_size[2];
- float camera_z_near;
- float camera_z_far;
-
- uint32_t orthogonal;
- uint32_t filter;
- uint32_t pad[2];
- };
-
- struct ScreenSpaceReflectionScale {
- ScreenSpaceReflectionScalePushConstant push_constant;
- ScreenSpaceReflectionScaleShaderRD shader;
- RID shader_version;
- RID pipeline;
- } ssr_scale;
-
struct SubSurfaceScatteringPushConstant {
int32_t screen_size[2];
float camera_z_far;
@@ -559,9 +226,6 @@ private:
RID _get_uniform_set_from_image(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
- RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler);
- RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false);
- RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
public:
bool get_prefer_raster_effects();
@@ -572,57 +236,9 @@ public:
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
- struct SSAOSettings {
- float radius = 1.0;
- float intensity = 2.0;
- float power = 1.5;
- float detail = 0.5;
- float horizon = 0.06;
- float sharpness = 0.98;
-
- RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
- bool half_size = false;
- float adaptive_target = 0.5;
- int blur_passes = 2;
- float fadeout_from = 50.0;
- float fadeout_to = 300.0;
-
- Size2i full_screen_size = Size2i();
- Size2i half_screen_size = Size2i();
- Size2i quarter_screen_size = Size2i();
- };
-
- struct SSILSettings {
- float radius = 1.0;
- float intensity = 2.0;
- float sharpness = 0.98;
- float normal_rejection = 1.0;
-
- RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM;
- bool half_size = true;
- float adaptive_target = 0.5;
- int blur_passes = 4;
- float fadeout_from = 50.0;
- float fadeout_to = 300.0;
-
- Size2i full_screen_size = Size2i();
- Size2i half_screen_size = Size2i();
- Size2i quarter_screen_size = Size2i();
- };
-
- void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection);
-
- 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_normal_buffer, RID p_depth_mipmaps_texture, 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_gather_uniform_set, RID &r_importance_map_uniform_set);
-
- void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
- void screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set);
-
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
- void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
- void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
- void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
+ void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
void sort_buffer(RID p_uniform_set, int p_size);
@@ -630,4 +246,4 @@ public:
~EffectsRD();
};
-#endif // !RASTERIZER_EFFECTS_RD_H
+#endif // EFFECTS_RD_H
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
new file mode 100644
index 0000000000..987c1dbb52
--- /dev/null
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -0,0 +1,1204 @@
+/*************************************************************************/
+/* fog.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "fog.h"
+
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
+#include "servers/rendering/rendering_server_default.h"
+
+using namespace RendererRD;
+
+Fog *Fog::singleton = nullptr;
+
+Fog::Fog() {
+ singleton = this;
+}
+
+Fog::~Fog() {
+ singleton = nullptr;
+}
+
+/* FOG VOLUMES */
+
+RID Fog::fog_volume_allocate() {
+ return fog_volume_owner.allocate_rid();
+}
+
+void Fog::fog_volume_initialize(RID p_rid) {
+ fog_volume_owner.initialize_rid(p_rid, FogVolume());
+}
+
+void Fog::fog_free(RID p_rid) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid);
+ fog_volume->dependency.deleted_notify(p_rid);
+ fog_volume_owner.free(p_rid);
+}
+
+void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND(!fog_volume);
+
+ if (p_shape == fog_volume->shape) {
+ return;
+ }
+
+ fog_volume->shape = p_shape;
+ fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void Fog::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND(!fog_volume);
+
+ fog_volume->extents = p_extents;
+ fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void Fog::fog_volume_set_material(RID p_fog_volume, RID p_material) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND(!fog_volume);
+ fog_volume->material = p_material;
+}
+
+RID Fog::fog_volume_get_material(RID p_fog_volume) const {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, RID());
+
+ return fog_volume->material;
+}
+
+RS::FogVolumeShape Fog::fog_volume_get_shape(RID p_fog_volume) const {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, RS::FOG_VOLUME_SHAPE_BOX);
+
+ return fog_volume->shape;
+}
+
+AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, AABB());
+
+ switch (fog_volume->shape) {
+ case RS::FOG_VOLUME_SHAPE_ELLIPSOID:
+ case RS::FOG_VOLUME_SHAPE_CONE:
+ case RS::FOG_VOLUME_SHAPE_CYLINDER:
+ case RS::FOG_VOLUME_SHAPE_BOX: {
+ AABB aabb;
+ aabb.position = -fog_volume->extents;
+ aabb.size = fog_volume->extents * 2;
+ return aabb;
+ }
+ default: {
+ // Need some size otherwise will get culled
+ return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
+ }
+ }
+
+ return AABB();
+}
+
+Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const {
+ const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, Vector3());
+ return fog_volume->extents;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Fog material
+
+bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ uniform_set_updated = true;
+
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+}
+
+Fog::FogMaterialData::~FogMaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
+
+RendererRD::ShaderData *Fog::_create_fog_shader_func() {
+ FogShaderData *shader_data = memnew(FogShaderData);
+ return shader_data;
+}
+
+RendererRD::ShaderData *Fog::_create_fog_shader_funcs() {
+ return Fog::get_singleton()->_create_fog_shader_func();
+};
+
+RendererRD::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
+ FogMaterialData *material_data = memnew(FogMaterialData);
+ material_data->shader_data = p_shader;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+RendererRD::MaterialData *Fog::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) {
+ return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
+};
+
+////////////////////////////////////////////////////////////////////////////////
+// FOG VOLUMES INSTANCE
+
+RID Fog::fog_volume_instance_create(RID p_fog_volume) {
+ FogVolumeInstance fvi;
+ fvi.volume = p_fog_volume;
+ return fog_volume_instance_owner.make_rid(fvi);
+}
+
+void Fog::fog_instance_free(RID p_rid) {
+ fog_volume_instance_owner.free(p_rid);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Volumetric Fog Shader
+
+void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ {
+ // Initialize local fog shader
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("");
+ volumetric_fog.shader.initialize(volumetric_fog_modes);
+
+ material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
+ material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
+ volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
+ }
+
+ {
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["TIME"] = "scene_params.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["WORLD_POSITION"] = "world.xyz";
+ actions.renames["OBJECT_POSITION"] = "params.position";
+ actions.renames["UVW"] = "uvw";
+ actions.renames["EXTENTS"] = "params.extents";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["DENSITY"] = "density";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["SDF"] = "sdf";
+
+ actions.usage_defines["SDF"] = "#define SDF_USED\n";
+ actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
+ actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
+ actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
+ actions.base_uniform_string = "material.";
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+
+ volumetric_fog.compiler.initialize(actions);
+ }
+
+ {
+ // default material and shader for fog shader
+ volumetric_fog.default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(volumetric_fog.default_shader);
+ material_storage->shader_set_code(volumetric_fog.default_shader, R"(
+// Default fog shader.
+
+shader_type fog;
+
+void fog() {
+DENSITY = 1.0;
+ALBEDO = vec3(1.0);
+}
+)");
+ volumetric_fog.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(volumetric_fog.default_material);
+ material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
+
+ FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG));
+ volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ Vector<RID> ids;
+ ids.resize(12);
+ RID *ids_ptr = ids.ptrw();
+ ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+
+ RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
+ }
+ {
+ String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n";
+ defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n";
+ if (p_is_using_radiance_cubemap_array) {
+ defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
+ }
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
+ volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
+
+ volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
+ volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
+ for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
+ volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
+ }
+ volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
+ }
+}
+
+void Fog::free_fog_shader() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
+ RD::get_singleton()->free(volumetric_fog.volume_ubo);
+ RD::get_singleton()->free(volumetric_fog.params_ubo);
+ material_storage->shader_free(volumetric_fog.default_shader);
+ material_storage->material_free(volumetric_fog.default_material);
+}
+
+void Fog::FogShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
+void Fog::FogShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+
+ if (code.is_empty()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompiler::GeneratedCode gen_code;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
+
+ uses_time = false;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+
+ actions.uniforms = &uniforms;
+
+ Fog *fog_singleton = Fog::get_singleton();
+
+ Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
+
+ if (version.is_null()) {
+ version = fog_singleton->volumetric_fog.shader.version_create();
+ }
+
+ fog_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
+ ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0));
+
+ valid = true;
+}
+
+void Fog::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void Fog::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ RBMap<int, StringName> order;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void Fog::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool Fog::FogShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool Fog::FogShaderData::is_animated() const {
+ return false;
+}
+
+bool Fog::FogShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant Fog::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const {
+ Fog *fog_singleton = Fog::get_singleton();
+
+ return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version);
+}
+
+Fog::FogShaderData::~FogShaderData() {
+ Fog *fog_singleton = Fog::get_singleton();
+ ERR_FAIL_COND(!fog_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ fog_singleton->volumetric_fog.shader.version_free(version);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Volumetric Fog
+
+Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) {
+ width = fog_size.x;
+ height = fog_size.y;
+ depth = fog_size.z;
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = fog_size.x;
+ tf.height = fog_size.y;
+ tf.depth = fog_size.z;
+ tf.texture_type = RD::TEXTURE_TYPE_3D;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+ light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map");
+
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+
+ prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map");
+ RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(fog_map, "Fog map");
+
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ Vector<uint8_t> dm;
+ dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
+ dm.fill(0);
+
+ density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(density_map, "Fog density map");
+ light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(light_map, "Fog light map");
+ emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
+#else
+ tf.format = RD::DATA_FORMAT_R32_UINT;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(density_map, "Fog density map");
+ RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(light_map, "Fog light map");
+ RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
+ RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+#endif
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.append_id(fog_map);
+ uniforms.push_back(u);
+ }
+
+ sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG);
+}
+
+Fog::VolumetricFog::~VolumetricFog() {
+ RD::get_singleton()->free(prev_light_density_map);
+ RD::get_singleton()->free(light_density_map);
+ RD::get_singleton()->free(fog_map);
+ RD::get_singleton()->free(density_map);
+ RD::get_singleton()->free(light_map);
+ RD::get_singleton()->free(emissive_map);
+
+ if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
+ RD::get_singleton()->free(fog_uniform_set);
+ }
+ if (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) {
+ RD::get_singleton()->free(process_uniform_set_density);
+ }
+ if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) {
+ RD::get_singleton()->free(process_uniform_set);
+ }
+ if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) {
+ RD::get_singleton()->free(process_uniform_set2);
+ }
+ if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
+ RD::get_singleton()->free(sdfgi_uniform_set);
+ }
+ if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) {
+ RD::get_singleton()->free(sky_uniform_set);
+ }
+}
+
+Vector3i Fog::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
+ Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
+ view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
+ Vector3 fog_position = Vector3(0, 0, 0);
+
+ view_position.y = -view_position.y;
+ fog_position.z = -view_position.z / fog_end;
+ fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
+ fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
+ fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
+ fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
+
+ fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
+ fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
+ fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
+
+ return Vector3i(fog_position);
+}
+
+void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
+ RENDER_TIMESTAMP("> Volumetric Fog");
+ RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
+
+ if (p_fog_volumes.size() > 0) {
+ RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
+
+ RENDER_TIMESTAMP("Render FogVolumes");
+
+ VolumetricFogShader::VolumeUBO params;
+
+ Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
+ Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
+ float z_near = p_cam_projection.get_z_near();
+ float z_far = p_cam_projection.get_z_far();
+ float fog_end = p_settings.env->volumetric_fog_length;
+
+ Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
+ Vector2 fog_near_size;
+ if (p_cam_projection.is_orthogonal()) {
+ fog_near_size = fog_far_size;
+ } else {
+ fog_near_size = Vector2();
+ }
+
+ params.fog_frustum_size_begin[0] = fog_near_size.x;
+ params.fog_frustum_size_begin[1] = fog_near_size.y;
+
+ params.fog_frustum_size_end[0] = fog_far_size.x;
+ params.fog_frustum_size_end[1] = fog_far_size.y;
+
+ params.fog_frustum_end = fog_end;
+ params.z_near = z_near;
+ params.z_far = z_far;
+ params.time = p_settings.time;
+
+ params.fog_volume_size[0] = p_settings.vfog->width;
+ params.fog_volume_size[1] = p_settings.vfog->height;
+ params.fog_volume_size[2] = p_settings.vfog->depth;
+
+ params.use_temporal_reprojection = p_settings.env->volumetric_fog_temporal_reprojection;
+ params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
+ params.detail_spread = p_settings.env->volumetric_fog_detail_spread;
+ params.temporal_blend = p_settings.env->volumetric_fog_temporal_reprojection_amount;
+
+ Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
+ RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
+ RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
+
+ RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
+
+ if (p_settings.vfog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->fog_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 1;
+ u.append_id(p_settings.vfog->emissive_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.append_id(volumetric_fog.volume_ubo);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 3;
+ u.append_id(p_settings.vfog->density_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 4;
+ u.append_id(p_settings.vfog->light_map);
+ uniforms.push_back(u);
+ }
+
+ p_settings.vfog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ bool any_uses_time = false;
+
+ for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
+ FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
+ ERR_FAIL_COND(!fog_volume_instance);
+ RID fog_volume = fog_volume_instance->volume;
+
+ RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
+
+ FogMaterialData *material = nullptr;
+
+ if (fog_material.is_valid()) {
+ material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ fog_material = volumetric_fog.default_material;
+ material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
+ }
+
+ ERR_FAIL_COND(!material);
+
+ FogShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ any_uses_time |= shader_data->uses_time;
+
+ Vector3i min = Vector3i();
+ Vector3i max = Vector3i();
+ Vector3i kernel_size = Vector3i();
+
+ Vector3 position = fog_volume_instance->transform.get_origin();
+ RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
+ Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume);
+
+ if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
+ // Local fog volume.
+ Vector3i points[8];
+ Vector3 fog_size = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+
+ min = Vector3i(int32_t(p_settings.vfog->width) - 1, int32_t(p_settings.vfog->height) - 1, int32_t(p_settings.vfog->depth) - 1);
+ max = Vector3i(1, 1, 1);
+
+ for (int j = 0; j < 8; j++) {
+ min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
+ max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
+ }
+
+ kernel_size = max - min;
+ } else {
+ // Volume type global runs on all cells
+ extents = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ min = Vector3i(0, 0, 0);
+ kernel_size = Vector3i(int32_t(p_settings.vfog->width), int32_t(p_settings.vfog->height), int32_t(p_settings.vfog->depth));
+ }
+
+ if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
+ continue;
+ }
+
+ VolumetricFogShader::FogPushConstant push_constant;
+ push_constant.position[0] = position.x;
+ push_constant.position[1] = position.y;
+ push_constant.position[2] = position.z;
+ push_constant.extents[0] = extents.x;
+ push_constant.extents[1] = extents.y;
+ push_constant.extents[2] = extents.z;
+ push_constant.corner[0] = min.x;
+ push_constant.corner[1] = min.y;
+ push_constant.corner[2] = min.z;
+ push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
+ RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
+ if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+ }
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
+ }
+ if (any_uses_time || p_settings.env->volumetric_fog_temporal_reprojection) {
+ RenderingServerDefault::redraw_request();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ if (p_settings.vfog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->process_uniform_set_density)) {
+ //re create uniform set if needed
+ Vector<RD::Uniform> uniforms;
+ Vector<RD::Uniform> copy_uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ if (p_settings.shadow_atlas_depth.is_null()) {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
+ } else {
+ u.append_id(p_settings.shadow_atlas_depth);
+ }
+
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ if (p_settings.directional_shadow_depth.is_valid()) {
+ u.append_id(p_settings.directional_shadow_depth);
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
+ }
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ u.append_id(p_settings.omni_light_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 4;
+ u.append_id(p_settings.spot_light_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 5;
+ u.append_id(p_settings.directional_light_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 6;
+ u.append_id(p_settings.cluster_builder->get_cluster_buffer());
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 7;
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.append_id(p_settings.vfog->light_density_map);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.append_id(p_settings.vfog->fog_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.append_id(p_settings.vfog->prev_light_density_map);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.append_id(p_settings.shadow_sampler);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 11;
+ u.append_id(p_settings.voxel_gl_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 12;
+ for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
+ u.append_id(p_settings.rbgi->voxel_gi_textures[i]);
+ }
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 13;
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 14;
+ u.append_id(volumetric_fog.params_ubo);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 15;
+ u.append_id(p_settings.vfog->prev_light_density_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 16;
+ u.append_id(p_settings.vfog->density_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 17;
+ u.append_id(p_settings.vfog->light_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 18;
+ u.append_id(p_settings.vfog->emissive_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 19;
+ RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ RID sky_texture = p_settings.env->sky.is_valid() ? p_settings.sky->sky_get_radiance_texture_rd(p_settings.env->sky) : RID();
+ u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
+ uniforms.push_back(u);
+ }
+
+ p_settings.vfog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
+
+ p_settings.vfog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
+
+ RID aux7 = uniforms.write[7].get_id(0);
+ RID aux8 = uniforms.write[8].get_id(0);
+
+ uniforms.write[7].set_id(0, aux8);
+ uniforms.write[8].set_id(0, aux7);
+
+ p_settings.vfog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
+
+ uniforms.remove_at(8);
+ uniforms.write[7].set_id(0, aux7);
+ p_settings.vfog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
+ }
+
+ bool using_sdfgi = p_settings.env->volumetric_fog_gi_inject > 0.0001 && p_settings.env->sdfgi_enabled && (p_settings.sdfgi != nullptr);
+
+ if (using_sdfgi) {
+ if (p_settings.vfog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->sdfgi_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.append_id(p_settings.gi->sdfgi_ubo);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ u.append_id(p_settings.sdfgi->ambient_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.append_id(p_settings.sdfgi->occlusion_texture);
+ uniforms.push_back(u);
+ }
+
+ p_settings.vfog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
+ }
+ }
+
+ p_settings.vfog->length = p_settings.env->volumetric_fog_length;
+ p_settings.vfog->spread = p_settings.env->volumetric_fog_detail_spread;
+
+ VolumetricFogShader::ParamsUBO params;
+
+ Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
+ Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
+ float z_near = p_cam_projection.get_z_near();
+ float z_far = p_cam_projection.get_z_far();
+ float fog_end = p_settings.env->volumetric_fog_length;
+
+ Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
+ Vector2 fog_near_size;
+ if (p_cam_projection.is_orthogonal()) {
+ fog_near_size = fog_far_size;
+ } else {
+ fog_near_size = Vector2();
+ }
+
+ params.fog_frustum_size_begin[0] = fog_near_size.x;
+ params.fog_frustum_size_begin[1] = fog_near_size.y;
+
+ params.fog_frustum_size_end[0] = fog_far_size.x;
+ params.fog_frustum_size_end[1] = fog_far_size.y;
+
+ params.ambient_inject = p_settings.env->volumetric_fog_ambient_inject * p_settings.env->ambient_light_energy;
+ params.z_far = z_far;
+
+ params.fog_frustum_end = fog_end;
+
+ Color ambient_color = p_settings.env->ambient_light.srgb_to_linear();
+ params.ambient_color[0] = ambient_color.r;
+ params.ambient_color[1] = ambient_color.g;
+ params.ambient_color[2] = ambient_color.b;
+ params.sky_contribution = p_settings.env->ambient_sky_contribution;
+
+ params.fog_volume_size[0] = p_settings.vfog->width;
+ params.fog_volume_size[1] = p_settings.vfog->height;
+ params.fog_volume_size[2] = p_settings.vfog->depth;
+
+ params.directional_light_count = p_directional_light_count;
+
+ Color emission = p_settings.env->volumetric_fog_emission.srgb_to_linear();
+ params.base_emission[0] = emission.r * p_settings.env->volumetric_fog_emission_energy;
+ params.base_emission[1] = emission.g * p_settings.env->volumetric_fog_emission_energy;
+ params.base_emission[2] = emission.b * p_settings.env->volumetric_fog_emission_energy;
+ params.base_density = p_settings.env->volumetric_fog_density;
+
+ Color base_scattering = p_settings.env->volumetric_fog_scattering.srgb_to_linear();
+ params.base_scattering[0] = base_scattering.r;
+ params.base_scattering[1] = base_scattering.g;
+ params.base_scattering[2] = base_scattering.b;
+ params.phase_g = p_settings.env->volumetric_fog_anisotropy;
+
+ params.detail_spread = p_settings.env->volumetric_fog_detail_spread;
+ params.gi_inject = p_settings.env->volumetric_fog_gi_inject;
+
+ params.cam_rotation[0] = p_cam_transform.basis[0][0];
+ params.cam_rotation[1] = p_cam_transform.basis[1][0];
+ params.cam_rotation[2] = p_cam_transform.basis[2][0];
+ params.cam_rotation[3] = 0;
+ params.cam_rotation[4] = p_cam_transform.basis[0][1];
+ params.cam_rotation[5] = p_cam_transform.basis[1][1];
+ params.cam_rotation[6] = p_cam_transform.basis[2][1];
+ params.cam_rotation[7] = 0;
+ params.cam_rotation[8] = p_cam_transform.basis[0][2];
+ params.cam_rotation[9] = p_cam_transform.basis[1][2];
+ params.cam_rotation[10] = p_cam_transform.basis[2][2];
+ params.cam_rotation[11] = 0;
+ params.filter_axis = 0;
+ params.max_voxel_gi_instances = p_settings.env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
+ params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
+
+ Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
+ RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
+
+ params.use_temporal_reprojection = p_settings.env->volumetric_fog_temporal_reprojection;
+ params.temporal_blend = p_settings.env->volumetric_fog_temporal_reprojection_amount;
+
+ {
+ uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size();
+ params.cluster_shift = get_shift_from_power_of_2(cluster_size);
+
+ uint32_t cluster_screen_width = (p_settings.rb_size.x - 1) / cluster_size + 1;
+ uint32_t cluster_screen_height = (p_settings.rb_size.y - 1) / cluster_size + 1;
+ params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32;
+ params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
+ params.cluster_width = cluster_screen_width;
+
+ params.screen_size[0] = p_settings.rb_size.x;
+ params.screen_size[1] = p_settings.rb_size.y;
+ }
+
+ Basis sky_transform = p_settings.env->sky_orientation;
+ sky_transform = sky_transform.inverse() * p_cam_transform.basis;
+ RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
+
+ RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
+
+ RENDER_TIMESTAMP("Render Fog");
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set_density, 0);
+
+ if (using_sdfgi) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->sdfgi_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ // Copy fog to history buffer
+ if (p_settings.env->volumetric_fog_temporal_reprojection) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ RD::get_singleton()->draw_command_end_label();
+
+ if (p_settings.volumetric_fog_filter_active) {
+ RD::get_singleton()->draw_command_begin_label("Filter Fog");
+
+ RENDER_TIMESTAMP("Filter Fog");
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+
+ RD::get_singleton()->compute_list_end();
+ //need restart for buffer update
+
+ params.filter_axis = 1;
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
+
+ compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set2, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ RENDER_TIMESTAMP("Integrate Fog");
+ RD::get_singleton()->draw_command_begin_label("Integrate Fog");
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, 1);
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
+
+ RENDER_TIMESTAMP("< Volumetric Fog");
+ RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_command_end_label();
+}
diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h
new file mode 100644
index 0000000000..61a5d80d20
--- /dev/null
+++ b/servers/rendering/renderer_rd/environment/fog.h
@@ -0,0 +1,329 @@
+/*************************************************************************/
+/* fog.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FOG_RD_H
+#define FOG_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/environment/renderer_fog.h"
+#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
+#include "servers/rendering/renderer_rd/environment/gi.h"
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
+#include "servers/rendering/storage/utilities.h"
+
+namespace RendererRD {
+
+class Fog : public RendererFog {
+public:
+ /* FOG VOLUMES */
+
+ struct FogVolume {
+ RID material;
+ Vector3 extents = Vector3(1, 1, 1);
+
+ RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
+
+ Dependency dependency;
+ };
+
+ struct FogVolumeInstance {
+ RID volume;
+ Transform3D transform;
+ bool active = false;
+ };
+
+private:
+ static Fog *singleton;
+
+ mutable RID_Owner<FogVolume, true> fog_volume_owner;
+ mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
+
+ /* Volumetric Fog */
+ struct VolumetricFogShader {
+ enum FogSet {
+ FOG_SET_BASE,
+ FOG_SET_UNIFORMS,
+ FOG_SET_MATERIAL,
+ FOG_SET_MAX,
+ };
+
+ struct FogPushConstant {
+ float position[3];
+ float pad;
+
+ float extents[3];
+ float pad2;
+
+ int32_t corner[3];
+ uint32_t shape;
+
+ float transform[16];
+ };
+
+ struct VolumeUBO {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float z_near;
+ float z_far;
+ float time;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ uint32_t use_temporal_reprojection;
+ uint32_t temporal_frame;
+ float detail_spread;
+ float temporal_blend;
+
+ float to_prev_view[16];
+ float transform[16];
+ };
+
+ ShaderCompiler compiler;
+ VolumetricFogShaderRD shader;
+ RID volume_ubo;
+
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+
+ RID base_uniform_set;
+
+ RID params_ubo;
+
+ enum {
+ VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
+ VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
+ VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
+ VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
+ VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
+ VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
+ };
+
+ struct ParamsUBO {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float ambient_inject;
+ float z_far;
+ uint32_t filter_axis;
+
+ float ambient_color[3];
+ float sky_contribution;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ float base_emission[3];
+ float base_density;
+
+ float base_scattering[3];
+ float phase_g;
+
+ float detail_spread;
+ float gi_inject;
+ uint32_t max_voxel_gi_instances;
+ uint32_t cluster_type_size;
+
+ float screen_size[2];
+ uint32_t cluster_shift;
+ uint32_t cluster_width;
+
+ uint32_t max_cluster_element_count_div_32;
+ uint32_t use_temporal_reprojection;
+ uint32_t temporal_frame;
+ float temporal_blend;
+
+ float cam_rotation[12];
+ float to_prev_view[16];
+ float radiance_inverse_xform[12];
+ };
+
+ VolumetricFogProcessShaderRD process_shader;
+
+ RID process_shader_version;
+ RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
+
+ } volumetric_fog;
+
+ Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
+
+ struct FogShaderData : public RendererRD::ShaderData {
+ bool valid = false;
+ RID version;
+
+ RID pipeline;
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size = 0;
+
+ String path;
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ bool uses_time = false;
+
+ virtual void set_path_hint(const String &p_hint);
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ FogShaderData() {}
+ virtual ~FogShaderData();
+ };
+
+ struct FogMaterialData : public RendererRD::MaterialData {
+ FogShaderData *shader_data = nullptr;
+ RID uniform_set;
+ bool uniform_set_updated;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~FogMaterialData();
+ };
+
+ RendererRD::ShaderData *_create_fog_shader_func();
+ static RendererRD::ShaderData *_create_fog_shader_funcs();
+
+ RendererRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
+ static RendererRD::MaterialData *_create_fog_material_funcs(RendererRD::ShaderData *p_shader);
+
+public:
+ static Fog *get_singleton() { return singleton; }
+
+ Fog();
+ ~Fog();
+
+ /* FOG VOLUMES */
+
+ FogVolume *get_fog_volume(RID p_rid) { return fog_volume_owner.get_or_null(p_rid); };
+ bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); };
+
+ virtual RID fog_volume_allocate() override;
+ virtual void fog_volume_initialize(RID p_rid) override;
+ virtual void fog_free(RID p_rid) override;
+
+ virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
+ virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override;
+ virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
+ virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
+ RID fog_volume_get_material(RID p_fog_volume) const;
+ virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
+ Vector3 fog_volume_get_extents(RID p_fog_volume) const;
+
+ /* FOG VOLUMES INSTANCE */
+
+ FogVolumeInstance *get_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.get_or_null(p_rid); };
+ bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); };
+
+ RID fog_volume_instance_create(RID p_fog_volume);
+ void fog_instance_free(RID p_rid);
+
+ /* Volumetric FOG */
+ struct VolumetricFog {
+ enum {
+ MAX_TEMPORAL_FRAMES = 16
+ };
+
+ uint32_t width = 0;
+ uint32_t height = 0;
+ uint32_t depth = 0;
+
+ float length;
+ float spread;
+
+ RID light_density_map;
+ RID prev_light_density_map;
+ RID fog_map;
+ RID density_map;
+ RID light_map;
+ RID emissive_map;
+
+ RID fog_uniform_set;
+ RID copy_uniform_set;
+ RID process_uniform_set_density;
+ RID process_uniform_set;
+ RID process_uniform_set2;
+ RID sdfgi_uniform_set;
+ RID sky_uniform_set;
+
+ int last_shadow_filter = -1;
+
+ VolumetricFog(const Vector3i &fog_size, RID p_sky_shader);
+ ~VolumetricFog();
+ };
+
+ void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
+ void free_fog_shader();
+
+ struct VolumetricFogSettings {
+ Vector2i rb_size;
+ double time;
+ bool is_using_radiance_cubemap_array;
+ uint32_t max_cluster_elements;
+ bool volumetric_fog_filter_active;
+ RID shadow_sampler;
+ RID voxel_gl_buffer;
+ RID shadow_atlas_depth;
+ RID omni_light_buffer;
+ RID spot_light_buffer;
+ RID directional_shadow_depth;
+ RID directional_light_buffer;
+
+ // Objects related to our render buffer
+ VolumetricFog *vfog;
+ ClusterBuilderRD *cluster_builder;
+ GI *gi;
+ GI::SDFGI *sdfgi;
+ GI::RenderBuffersGI *rbgi;
+ RendererSceneEnvironmentRD *env;
+ SkyRD *sky;
+ };
+ void volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
+};
+
+} // namespace RendererRD
+
+#endif // FOG_RD_H
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index f3be4a7085..cb120a1b49 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -33,7 +33,6 @@
#include "core/config/project_settings.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
@@ -110,6 +109,7 @@ void GI::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xfo
Vector<Vector<uint8_t>> s;
s.push_back(p_distance_field);
voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s);
+ RD::get_singleton()->set_resource_name(voxel_gi->sdf_texture, "VoxelGI SDF Texture");
}
#if 0
{
@@ -123,6 +123,7 @@ void GI::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xfo
tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UNORM);
tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UINT);
voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(voxel_gi->sdf_texture, "VoxelGI SDF Texture");
}
RID shared_tex;
{
@@ -184,7 +185,7 @@ void GI::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xfo
voxel_gi->version++;
voxel_gi->data_version++;
- voxel_gi->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ voxel_gi->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
AABB GI::voxel_gi_get_bounds(RID p_voxel_gi) const {
@@ -312,19 +313,6 @@ float GI::voxel_gi_get_normal_bias(RID p_voxel_gi) const {
return voxel_gi->normal_bias;
}
-void GI::voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) {
- VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->anisotropy_strength = p_strength;
-}
-
-float GI::voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->anisotropy_strength;
-}
-
void GI::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
ERR_FAIL_COND(!voxel_gi);
@@ -390,7 +378,6 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- storage = p_gi->storage;
gi = p_gi;
num_cascades = p_env->sdfgi_cascades;
min_cell_size = p_env->sdfgi_min_cell_size;
@@ -417,29 +404,38 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
RD::TextureFormat tf_render = tf_sdf;
tf_render.format = RD::DATA_FORMAT_R16_UINT;
render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_albedo, "VoxelGI Render Albedo");
tf_render.format = RD::DATA_FORMAT_R32_UINT;
render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_emission, "VoxelGI Render Emission");
render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_emission_aniso, "VoxelGI Render Emission Aniso");
tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
for (int i = 0; i < 8; i++) {
render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_occlusion[i], String("VoxelGI Render Occlusion ") + itos(i));
}
tf_render.format = RD::DATA_FORMAT_R32_UINT;
render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_geom_facing, "VoxelGI Render Geometry Facing");
tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_sdf[0], "VoxelGI Render SDF 0");
render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_sdf[1], "VoxelGI Render SDF 1");
tf_render.width /= 2;
tf_render.height /= 2;
tf_render.depth /= 2;
render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_sdf_half[0], "VoxelGI Render SDF Half 0");
render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_sdf_half[1], "VoxelGI Render SDF Half 1");
}
RD::TextureFormat tf_occlusion = tf_sdf;
@@ -480,7 +476,9 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D;
lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
+ RD::get_singleton()->set_resource_name(lightprobe_history_scroll, "VoxelGI LightProbe History Scroll");
lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
+ RD::get_singleton()->set_resource_name(lightprobe_average_scroll, "VoxelGI LightProbe Average Scroll");
{
//octahedral lightprobes
@@ -494,6 +492,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
//lightprobe texture is an octahedral texture
lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
+ RD::get_singleton()->set_resource_name(lightprobe_data, "VoxelGI LightProbe Data");
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, lightprobe_data);
@@ -507,11 +506,13 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
//lightprobe texture is an octahedral texture
ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
+ RD::get_singleton()->set_resource_name(ambient_texture, "VoxelGI Ambient Texture");
}
cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
+ RD::get_singleton()->set_resource_name(occlusion_data, "VoxelGI Occlusion Data");
{
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
@@ -524,11 +525,15 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
/* 3D Textures */
cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.sdf_tex, "VoxelGI Cascade SDF Texture");
cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.light_data, "VoxelGI Cascade Light Data");
cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.light_aniso_0_tex, "VoxelGI Cascade Light Aniso 0 Texture");
cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.light_aniso_1_tex, "VoxelGI Cascade Light Aniso 1 Texture");
{
RD::TextureView tv;
@@ -555,9 +560,11 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
/* Probe History */
cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.lightprobe_history_tex, "VoxelGI Cascade LightProbe History Texture");
RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work
cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.lightprobe_average_tex, "VoxelGI Cascade LightProbe Average Texture");
RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work
/* Buffers */
@@ -803,7 +810,8 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
uniforms.push_back(u);
}
- cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, 0), 0);
+ cascade.sdf_direct_light_static_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_STATIC), 0);
+ cascade.sdf_direct_light_dynamic_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC), 0);
}
//preprocess initialize uniform set
@@ -1252,7 +1260,7 @@ void GI::SDFGI::update_light() {
}
cascades[i].all_dynamic_lights_dirty = false;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_dynamic_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
}
@@ -1260,7 +1268,7 @@ void GI::SDFGI::update_light() {
RD::get_singleton()->draw_command_end_label();
}
-void GI::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky) {
+void GI::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, SkyRD::Sky *p_sky) {
RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes");
SDFGIShader::IntegratePushConstant push_constant;
@@ -1287,7 +1295,7 @@ void GI::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSk
if (p_env->background == RS::ENV_BG_CLEAR_COLOR) {
push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
- Color c = storage->get_default_clear_color().srgb_to_linear();
+ Color c = RSG::texture_storage->get_default_clear_color().srgb_to_linear();
push_constant.sky_color[0] = c.r;
push_constant.sky_color[1] = c.g;
push_constant.sky_color[2] = c.b;
@@ -1474,7 +1482,7 @@ void GI::SDFGI::update_cascades() {
RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE);
}
-void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) {
+void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
@@ -1607,7 +1615,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti
push_constant.cam_transform[15] = 1;
// need to properly unproject for asymmetric projection matrices in stereo..
- CameraMatrix inv_projection = p_projections[v].inverse();
+ Projection inv_projection = p_projections[v].inverse();
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
push_constant.inv_projection[i * 4 + j] = inv_projection.matrix[i][j];
@@ -1624,7 +1632,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti
copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true, false, false, false, RID(), p_view_count > 1);
}
-void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
+void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
// setup scene data
@@ -1636,7 +1644,7 @@ void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, con
}
for (uint32_t v = 0; v < p_view_count; v++) {
- RendererStorageRD::store_camera(p_camera_with_transforms[v], scene_data.projection[v]);
+ RendererRD::MaterialStorage::store_camera(p_camera_with_transforms[v], scene_data.projection[v]);
}
RD::get_singleton()->buffer_update(debug_probes_scene_data_ubo, 0, sizeof(SDFGIShader::DebugProbesSceneData), &scene_data, RD::BARRIER_MASK_RASTER);
@@ -1939,7 +1947,7 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
}
}
-void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) {
+void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) {
//print_line("rendering region " + itos(p_region));
RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
@@ -2406,7 +2414,7 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
dl_push_constant.cascade = p_cascade_indices[i];
if (dl_push_constant.light_count > 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_static_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
}
@@ -2420,7 +2428,7 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
////////////////////////////////////////////////////////////////////////////////
// VoxelGIInstance
-void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
+void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
uint32_t data_version = gi->voxel_gi_get_data_version(probe);
@@ -2459,6 +2467,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(texture, "VoxelGI Instance Texture");
RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1);
@@ -2588,6 +2597,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.texture, "VoxelGI Instance DMap Texture");
if (dynamic_maps.size() == 0) {
// Render depth for first one.
@@ -2595,6 +2605,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.fb_depth, "VoxelGI Instance DMap FB Depth");
}
//just use depth as-is
@@ -2602,13 +2613,17 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.depth, "VoxelGI Instance DMap Depth");
if (dynamic_maps.size() == 0) {
dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.albedo, "VoxelGI Instance DMap Albedo");
dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.normal, "VoxelGI Instance DMap Normal");
dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.orm, "VoxelGI Instance DMap ORM");
Vector<RID> fb;
fb.push_back(dmap.albedo);
@@ -2936,10 +2951,10 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
//this could probably be better parallelized in compute..
for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
- RendererSceneRender::GeometryInstance *instance = p_dynamic_objects[i];
+ RenderGeometryInstance *instance = p_dynamic_objects[i];
//transform aabb to voxel_gi
- AABB aabb = (to_probe_xform * p_scene_render->geometry_instance_get_transform(instance)).xform(p_scene_render->geometry_instance_get_aabb(instance));
+ AABB aabb = (to_probe_xform * instance->get_transform()).xform(instance->get_aabb());
//this needs to wrap to grid resolution to avoid jitter
//also extend margin a bit just in case
@@ -3000,7 +3015,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(1)) < 0);
bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(2)) > 0);
- CameraMatrix cm;
+ Projection cm;
cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]);
if (p_scene_render->cull_argument.size() == 0) {
@@ -3125,14 +3140,14 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
last_probe_version = gi->voxel_gi_get_version(probe);
}
-void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (mipmaps.size() == 0) {
return;
}
- CameraMatrix cam_transform = (p_camera_with_transform * CameraMatrix(transform)) * CameraMatrix(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse());
+ Projection cam_transform = (p_camera_with_transform * Projection(transform)) * Projection(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse());
int level = 0;
Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
@@ -3218,12 +3233,10 @@ GI::~GI() {
singleton = nullptr;
}
-void GI::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky) {
+void GI::init(SkyRD *p_sky) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- storage = p_storage;
-
/* GI */
{
@@ -3339,7 +3352,11 @@ void GI::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
+ if (p_sky->sky_use_cubemap_array) {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE));
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
+ }
uniforms.push_back(u);
}
{
@@ -3359,37 +3376,40 @@ void GI::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky) {
//calculate tables
String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
Vector<String> gi_modes;
+
gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_VOXEL_GI
gi_modes.push_back("\n#define USE_SDFGI\n"); // MODE_SDFGI
gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_COMBINED
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_HALF_RES_VOXEL_GI
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n"); // MODE_HALF_RES_SDFGI
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_HALF_RES_COMBINED
-
- gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n#define USE_MULTIVIEW\n"); // MODE_VOXEL_GI_MULTIVIEW
- gi_modes.push_back("\n#define USE_SDFGI\n#define USE_MULTIVIEW\n"); // MODE_SDFGI_MULTIVIEW
- gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n#define USE_MULTIVIEW\n"); // MODE_COMBINED_MULTIVIEW
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_VOXEL_GI_INSTANCES\n#define USE_MULTIVIEW\n"); // MODE_HALF_RES_VOXEL_GI_MULTIVIEW
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n#define USE_MULTIVIEW\n"); // MODE_HALF_RES_SDFGI_MULTIVIEW
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n#define USE_MULTIVIEW\n"); // MODE_HALF_RES_COMBINED_MULTIVIEW
shader.initialize(gi_modes, defines);
+ shader_version = shader.version_create();
- if (!RendererCompositorRD::singleton->is_xr_enabled()) {
- shader.set_variant_enabled(MODE_VOXEL_GI_MULTIVIEW, false);
- shader.set_variant_enabled(MODE_SDFGI_MULTIVIEW, false);
- shader.set_variant_enabled(MODE_COMBINED_MULTIVIEW, false);
- shader.set_variant_enabled(MODE_HALF_RES_VOXEL_GI_MULTIVIEW, false);
- shader.set_variant_enabled(MODE_HALF_RES_SDFGI_MULTIVIEW, false);
- shader.set_variant_enabled(MODE_HALF_RES_COMBINED_MULTIVIEW, false);
+ Vector<RD::PipelineSpecializationConstant> specialization_constants;
+
+ {
+ RD::PipelineSpecializationConstant sc;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = 0; // SHADER_SPECIALIZATION_HALF_RES
+ sc.bool_value = false;
+ specialization_constants.push_back(sc);
+
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = 1; // SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX
+ sc.bool_value = false;
+ specialization_constants.push_back(sc);
+
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = 2; // SHADER_SPECIALIZATION_USE_VRS
+ sc.bool_value = false;
+ specialization_constants.push_back(sc);
}
- shader_version = shader.version_create();
- for (int i = 0; i < MODE_MAX; i++) {
- if (shader.is_variant_enabled(i)) {
- pipelines[i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i));
- } else {
- pipelines[i] = RID();
+ for (int v = 0; v < SHADER_SPECIALIZATION_VARIATIONS; v++) {
+ specialization_constants.ptrw()[0].bool_value = (v & SHADER_SPECIALIZATION_HALF_RES) ? true : false;
+ specialization_constants.ptrw()[1].bool_value = (v & SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX) ? true : false;
+ specialization_constants.ptrw()[2].bool_value = (v & SHADER_SPECIALIZATION_USE_VRS) ? true : false;
+ for (int i = 0; i < MODE_MAX; i++) {
+ pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i), specialization_constants);
}
}
@@ -3581,25 +3601,17 @@ void GI::RenderBuffersGI::free() {
}
if (ambient_buffer.is_valid()) {
- if (view_count == 1) {
- // Only one view? then these are copies of our main buffers.
- ambient_view[0] = RID();
- reflection_view[0] = RID();
- } else {
- // Multiple views? free our slices.
- for (uint32_t v = 0; v < view_count; v++) {
- RD::get_singleton()->free(ambient_view[v]);
- RD::get_singleton()->free(reflection_view[v]);
- ambient_view[v] = RID();
- reflection_view[v] = RID();
- }
- }
-
- // Now we can free our buffers.
RD::get_singleton()->free(ambient_buffer);
RD::get_singleton()->free(reflection_buffer);
ambient_buffer = RID();
reflection_buffer = RID();
+
+ // these are automatically freed when we free the textures, so just reset..
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ ambient_slice[v] = RID();
+ reflection_slice[v] = RID();
+ }
+
view_count = 0;
}
@@ -3609,7 +3621,7 @@ void GI::RenderBuffersGI::free() {
}
}
-void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
+void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -3623,17 +3635,14 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
if (rb->rbgi.ambient_buffer.is_null() || rb->rbgi.using_half_size_gi != half_resolution || rb->rbgi.view_count != p_view_count) {
// Free our old buffer if applicable
if (rb->rbgi.ambient_buffer.is_valid()) {
- if (rb->rbgi.view_count > 1) {
- for (uint32_t v = 0; v < rb->rbgi.view_count; v++) {
- RD::get_singleton()->free(rb->rbgi.ambient_view[v]);
- RD::get_singleton()->free(rb->rbgi.reflection_view[v]);
- }
- }
RD::get_singleton()->free(rb->rbgi.ambient_buffer);
RD::get_singleton()->free(rb->rbgi.reflection_buffer);
- }
- print_line("Allocating GI buffers"); // TESTING REMOVE BEFORE MERGING
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ rb->rbgi.ambient_slice[v] = RID();
+ rb->rbgi.reflection_slice[v] = RID();
+ }
+ }
// Remember the view count we're using
rb->rbgi.view_count = p_view_count;
@@ -3656,18 +3665,19 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
}
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->rbgi.ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->rbgi.ambient_buffer, "GI Ambient Buffer");
rb->rbgi.reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->rbgi.reflection_buffer, "GI Reflection Buffer");
rb->rbgi.using_half_size_gi = half_resolution;
if (p_view_count == 1) {
- // Just one view? Copy our buffers
- rb->rbgi.ambient_view[0] = rb->rbgi.ambient_buffer;
- rb->rbgi.reflection_view[0] = rb->rbgi.reflection_buffer;
+ // Just copy, we don't need to create slices
+ rb->rbgi.ambient_slice[0] = rb->rbgi.ambient_buffer;
+ rb->rbgi.reflection_slice[0] = rb->rbgi.reflection_buffer;
} else {
- // More then one view? Create slices for each view
for (uint32_t v = 0; v < p_view_count; v++) {
- rb->rbgi.ambient_view[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.ambient_buffer, v, 0);
- rb->rbgi.reflection_view[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.reflection_buffer, v, 0);
+ rb->rbgi.ambient_slice[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.ambient_buffer, v, 0);
+ rb->rbgi.reflection_slice[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.reflection_buffer, v, 0);
}
}
}
@@ -3681,7 +3691,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
}
for (uint32_t v = 0; v < p_view_count; v++) {
- RendererStorageRD::store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
+ RendererRD::MaterialStorage::store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
@@ -3689,7 +3699,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
}
// Note that we will be ignoring the origin of this transform.
- RendererStorageRD::store_transform(p_cam_transform, scene_data.cam_transform);
+ RendererRD::MaterialStorage::store_transform(p_cam_transform, scene_data.cam_transform);
scene_data.screen_size[0] = rb->internal_width;
scene_data.screen_size[1] = rb->internal_height;
@@ -3700,29 +3710,45 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
// Now compute the contents of our buffers.
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
- for (uint32_t v = 0; v < p_view_count; v++) {
- // Render each eye seperately.
- // We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
+ // Render each eye separately.
+ // We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
- // setup our push constant
+ // setup our push constant
- PushConstant push_constant;
+ PushConstant push_constant;
- push_constant.view_index = v;
- push_constant.orthogonal = p_projections[v].is_orthogonal();
- push_constant.max_voxel_gi_instances = MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size());
- push_constant.high_quality_vct = voxel_gi_quality == RS::VOXEL_GI_QUALITY_HIGH;
+ push_constant.max_voxel_gi_instances = MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size());
+ push_constant.high_quality_vct = voxel_gi_quality == RS::VOXEL_GI_QUALITY_HIGH;
- push_constant.z_near = p_projections[v].get_z_near();
- push_constant.z_far = p_projections[v].get_z_far();
+ // these should be the same for all views
+ push_constant.orthogonal = p_projections[0].is_orthogonal();
+ push_constant.z_near = p_projections[0].get_z_near();
+ push_constant.z_far = p_projections[0].get_z_far();
- push_constant.proj_info[0] = -2.0f / (rb->internal_width * p_projections[v].matrix[0][0]);
- push_constant.proj_info[1] = -2.0f / (rb->internal_height * p_projections[v].matrix[1][1]);
- push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
- push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1];
+ // these are only used if we have 1 view, else we use the projections in our scene data
+ push_constant.proj_info[0] = -2.0f / (rb->internal_width * p_projections[0].matrix[0][0]);
+ push_constant.proj_info[1] = -2.0f / (rb->internal_height * p_projections[0].matrix[1][1]);
+ push_constant.proj_info[2] = (1.0f - p_projections[0].matrix[0][2]) / p_projections[0].matrix[0][0];
+ push_constant.proj_info[3] = (1.0f + p_projections[0].matrix[1][2]) / p_projections[0].matrix[1][1];
- bool use_sdfgi = rb->sdfgi != nullptr;
- bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0;
+ bool use_sdfgi = rb->sdfgi != nullptr;
+ bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0;
+
+ uint32_t pipeline_specialization = 0;
+ if (rb->rbgi.using_half_size_gi) {
+ pipeline_specialization |= SHADER_SPECIALIZATION_HALF_RES;
+ }
+ if (p_view_count > 1) {
+ pipeline_specialization |= SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX;
+ }
+ if (p_vrs_slices[0].is_valid()) {
+ pipeline_specialization |= SHADER_SPECIALIZATION_USE_VRS;
+ }
+
+ Mode mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI);
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ push_constant.view_index = v;
// setup our uniform set
if (rb->rbgi.uniform_set[v].is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->rbgi.uniform_set[v])) {
@@ -3809,7 +3835,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
- u.append_id(rb->rbgi.ambient_view[v]);
+ u.append_id(rb->rbgi.ambient_slice[v]);
uniforms.push_back(u);
}
@@ -3817,7 +3843,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 10;
- u.append_id(rb->rbgi.reflection_view[v]);
+ u.append_id(rb->rbgi.reflection_slice[v]);
uniforms.push_back(u);
}
@@ -3843,7 +3869,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 13;
- u.append_id(p_normal_roughness_views[v]);
+ u.append_id(p_normal_roughness_slices[v]);
uniforms.push_back(u);
}
{
@@ -3884,27 +3910,19 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
u.append_id(rb->rbgi.scene_data_ubo);
uniforms.push_back(u);
}
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 19;
+ RID buffer = p_vrs_slices[v].is_valid() ? p_vrs_slices[v] : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_VRS);
+ u.append_id(buffer);
+ uniforms.push_back(u);
+ }
rb->rbgi.uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
}
- Mode mode;
-
- if (p_view_count > 1) {
- if (rb->rbgi.using_half_size_gi) {
- mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_HALF_RES_COMBINED_MULTIVIEW : (use_sdfgi ? MODE_HALF_RES_SDFGI_MULTIVIEW : MODE_HALF_RES_VOXEL_GI_MULTIVIEW);
- } else {
- mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED_MULTIVIEW : (use_sdfgi ? MODE_SDFGI_MULTIVIEW : MODE_VOXEL_GI_MULTIVIEW);
- }
- } else {
- if (rb->rbgi.using_half_size_gi) {
- mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_HALF_RES_COMBINED : (use_sdfgi ? MODE_HALF_RES_SDFGI : MODE_HALF_RES_VOXEL_GI);
- } else {
- mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI);
- }
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[pipeline_specialization][mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->rbgi.uniform_set[v], 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
@@ -3923,7 +3941,6 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
RID GI::voxel_gi_instance_create(RID p_base) {
VoxelGIInstance voxel_gi;
voxel_gi.gi = this;
- voxel_gi.storage = storage;
voxel_gi.probe = p_base;
RID rid = voxel_gi_instance_owner.make_rid(voxel_gi);
return rid;
@@ -3943,14 +3960,14 @@ bool GI::voxel_gi_needs_update(RID p_probe) const {
return voxel_gi->last_probe_version != voxel_gi_get_version(voxel_gi->probe);
}
-void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
+void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
ERR_FAIL_COND(!voxel_gi);
voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render);
}
-void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_voxel_gi);
ERR_FAIL_COND(!voxel_gi);
diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h
index b6ecfe42ea..30e695120e 100644
--- a/servers/rendering/renderer_rd/environment/gi.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -35,9 +35,8 @@
#include "core/templates/rid_owner.h"
#include "servers/rendering/environment/renderer_gi.h"
#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/environment/sky.h"
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
-#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h"
@@ -47,8 +46,8 @@
#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
-#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/storage/utilities.h"
// Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
struct RenderDataRD;
@@ -84,16 +83,13 @@ public:
bool interior = false;
bool use_two_bounces = false;
- float anisotropy_strength = 0.5;
-
uint32_t version = 1;
uint32_t data_version = 1;
- RendererStorage::Dependency dependency;
+ Dependency dependency;
};
private:
- RendererStorageRD *storage = nullptr;
static GI *singleton;
/* VOXEL GI STORAGE */
@@ -418,9 +414,6 @@ public:
virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
- virtual void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override;
- virtual float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override;
-
virtual uint32_t voxel_gi_get_version(RID p_probe) const override;
uint32_t voxel_gi_get_data_version(RID p_probe);
@@ -435,7 +428,6 @@ public:
struct VoxelGIInstance {
// access to our containers
- RendererStorageRD *storage = nullptr;
GI *gi = nullptr;
RID probe;
@@ -479,8 +471,8 @@ public:
Transform3D transform;
- void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
- void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+ void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
+ void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
};
mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
@@ -549,7 +541,8 @@ public:
Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
RID sdf_store_uniform_set;
- RID sdf_direct_light_uniform_set;
+ RID sdf_direct_light_static_uniform_set;
+ RID sdf_direct_light_dynamic_uniform_set;
RID scroll_uniform_set;
RID scroll_occlusion_uniform_set;
RID integrate_uniform_set;
@@ -559,7 +552,6 @@ public:
};
// access to our containers
- RendererStorageRD *storage = nullptr;
GI *gi = nullptr;
// used for rendering (voxelization)
@@ -626,16 +618,16 @@ public:
void erase();
void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
void update_light();
- void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky);
+ void update_probes(RendererSceneEnvironmentRD *p_env, RendererRD::SkyRD::Sky *p_sky);
void store_probes();
int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
void update_cascades();
- void debug_draw(uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views);
- void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
+ void debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views);
+ void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render);
- void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
+ void render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render);
};
@@ -669,13 +661,13 @@ public:
/* GI buffers */
RID ambient_buffer;
+ RID ambient_slice[RendererSceneRender::MAX_RENDER_VIEWS];
RID reflection_buffer;
- RID ambient_view[RendererSceneRender::MAX_RENDER_VIEWS];
- RID reflection_view[RendererSceneRender::MAX_RENDER_VIEWS];
- RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID reflection_slice[RendererSceneRender::MAX_RENDER_VIEWS];
bool using_half_size_gi = false;
uint32_t view_count = 1;
+ RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
RID scene_data_ubo;
void free();
@@ -738,63 +730,60 @@ public:
};
struct PushConstant {
- uint32_t view_index;
uint32_t max_voxel_gi_instances;
uint32_t high_quality_vct;
uint32_t orthogonal;
+ uint32_t view_index;
float proj_info[4];
float z_near;
float z_far;
- float pad1;
float pad2;
+ float pad3;
};
RID sdfgi_ubo;
+
enum Mode {
MODE_VOXEL_GI,
MODE_SDFGI,
MODE_COMBINED,
- MODE_HALF_RES_VOXEL_GI,
- MODE_HALF_RES_SDFGI,
- MODE_HALF_RES_COMBINED,
-
- MODE_VOXEL_GI_MULTIVIEW,
- MODE_SDFGI_MULTIVIEW,
- MODE_COMBINED_MULTIVIEW,
- MODE_HALF_RES_VOXEL_GI_MULTIVIEW,
- MODE_HALF_RES_SDFGI_MULTIVIEW,
- MODE_HALF_RES_COMBINED_MULTIVIEW,
-
MODE_MAX
};
+ enum ShaderSpecializations {
+ SHADER_SPECIALIZATION_HALF_RES = 1 << 0,
+ SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX = 1 << 1,
+ SHADER_SPECIALIZATION_USE_VRS = 1 << 2,
+ SHADER_SPECIALIZATION_VARIATIONS = 8,
+ };
+
RID default_voxel_gi_buffer;
bool half_resolution = false;
GiShaderRD shader;
RID shader_version;
- RID pipelines[MODE_MAX];
+ RID pipelines[SHADER_SPECIALIZATION_VARIATIONS][MODE_MAX];
GI();
~GI();
- void init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky);
+ void init(RendererRD::SkyRD *p_sky);
void free();
SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
void setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render);
- void process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render);
+ void process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render);
RID voxel_gi_instance_create(RID p_base);
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform);
bool voxel_gi_needs_update(RID p_probe) const;
- void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
- void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+ void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
+ void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
};
} // namespace RendererRD
-#endif /* !GI_RD_H */
+#endif // GI_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index b3b9b86aa8..2b140696b4 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* renderer_scene_sky_rd.cpp */
+/* sky.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,20 +28,27 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "renderer_scene_sky_rd.h"
+#include "sky.h"
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
-#include "renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
+#include "servers/rendering/rendering_server_globals.h"
+
+using namespace RendererRD;
////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
-void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
+void SkyRD::SkyShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
+void SkyRD::SkyShaderData::set_code(const String &p_code) {
//compile
code = p_code;
@@ -140,7 +147,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
valid = true;
}
-void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+void SkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
@@ -157,7 +164,7 @@ void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringNa
}
}
-void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void SkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
@@ -171,15 +178,29 @@ void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_par
order[E.value.order] = E.key;
}
}
-
+ String last_group;
for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
-void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+void SkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
@@ -194,7 +215,7 @@ void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererMat
}
}
-bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
+bool SkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
@@ -202,15 +223,15 @@ bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_par
return uniforms[p_param].texture_order >= 0;
}
-bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
+bool SkyRD::SkyShaderData::is_animated() const {
return false;
}
-bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
+bool SkyRD::SkyShaderData::casts_shadows() const {
return false;
}
-Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
+Variant SkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
@@ -219,13 +240,13 @@ Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringNam
return Variant();
}
-RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
+RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {
RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
}
-RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
+SkyRD::SkyShaderData::~SkyShaderData() {
RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
ERR_FAIL_COND(!scene_singleton);
//pipeline variants will clear themselves if shader is gone
@@ -237,7 +258,7 @@ RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
////////////////////////////////////////////////////////////////////////////////
// Sky material
-bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
uniform_set_updated = true;
@@ -245,7 +266,7 @@ bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const HashMap<String
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
}
-RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
+SkyRD::SkyMaterialData::~SkyMaterialData() {
free_parameters_uniform_set(uniform_set);
}
@@ -267,7 +288,7 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
p_array[11] = 0;
}
-void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
+void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
SkyPushConstant sky_push_constant;
memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
@@ -318,7 +339,7 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_
////////////////////////////////////////////////////////////////////////////////
// ReflectionData
-void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
+void SkyRD::ReflectionData::clear_reflection_data() {
layers.clear();
radiance_base_cubemap = RID();
if (downsampled_radiance_cubemap.is_valid()) {
@@ -329,13 +350,13 @@ void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
coefficient_buffer = RID();
}
-void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
+void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
//recreate radiance and all data
int mipmaps = p_mipmaps;
uint32_t w = p_size, h = p_size;
- EffectsRD *effects = p_storage->get_effects();
+ EffectsRD *effects = RendererCompositorRD::singleton->get_effects();
ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
bool prefer_raster_effects = effects->get_prefer_raster_effects();
@@ -398,21 +419,22 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP);
RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
+
RD::TextureFormat tf;
tf.format = p_texture_format;
- tf.width = 64; // Always 64x64
- tf.height = 64;
+ tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME.
+ tf.height = p_low_quality ? 64 : p_size >> 1;
tf.texture_type = RD::TEXTURE_TYPE_CUBE;
tf.array_layers = 6;
- tf.mipmaps = 7;
+ tf.mipmaps = p_low_quality ? 7 : mipmaps - 1;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
{
- uint32_t mmw = 64;
- uint32_t mmh = 64;
- downsampled_layer.mipmaps.resize(7);
+ uint32_t mmw = tf.width;
+ uint32_t mmh = tf.height;
+ downsampled_layer.mipmaps.resize(tf.mipmaps);
for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
mm.size.width = mmw;
@@ -437,7 +459,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
}
}
-void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
+void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
@@ -495,7 +517,7 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererS
}
}
-void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
+void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
@@ -564,7 +586,7 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
RD::get_singleton()->draw_command_end_label(); // Filter radiance
}
-void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
+void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
@@ -589,9 +611,9 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStora
}
////////////////////////////////////////////////////////////////////////////////
-// RendererSceneSkyRD::Sky
+// SkyRD::Sky
-void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
+void SkyRD::Sky::free() {
if (radiance.is_valid()) {
RD::get_singleton()->free(radiance);
radiance = RID();
@@ -614,12 +636,12 @@ void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
}
if (material.is_valid()) {
- p_storage->free(material);
+ RSG::material_storage->material_free(material);
material = RID();
}
}
-RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
+RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
@@ -680,7 +702,7 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu
return texture_uniform_sets[p_version];
}
-bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
+bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {
ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
if (radiance_size == p_radiance_size) {
return false;
@@ -701,7 +723,7 @@ bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
return true;
}
-bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
+bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {
if (mode == p_mode) {
return false;
}
@@ -722,7 +744,7 @@ bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
return true;
}
-bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
+bool SkyRD::Sky::set_material(RID p_material) {
if (material == p_material) {
return false;
}
@@ -731,7 +753,7 @@ bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
return true;
}
-Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
+Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
if (radiance.is_valid()) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
@@ -765,40 +787,39 @@ Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(float p_energy, int p_roughnes
}
////////////////////////////////////////////////////////////////////////////////
-// RendererSceneSkyRD
+// SkyRD
-RendererRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
+RendererRD::ShaderData *SkyRD::_create_sky_shader_func() {
SkyShaderData *shader_data = memnew(SkyShaderData);
return shader_data;
}
-RendererRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
+RendererRD::ShaderData *SkyRD::_create_sky_shader_funcs() {
// !BAS! Why isn't _create_sky_shader_func not just static too?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
};
-RendererRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
+RendererRD::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
SkyMaterialData *material_data = memnew(SkyMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
return material_data;
}
-RendererRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererRD::ShaderData *p_shader) {
+RendererRD::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::ShaderData *p_shader) {
// !BAS! same here, we could just make _create_sky_material_func static?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
};
-RendererSceneSkyRD::RendererSceneSkyRD() {
+SkyRD::SkyRD() {
roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
}
-void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
+void SkyRD::init() {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- storage = p_storage;
{
// Start with the directional lights for the sky
@@ -1051,11 +1072,11 @@ void sky() {
}
}
-void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) {
+void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
texture_format = p_texture_format;
}
-RendererSceneSkyRD::~RendererSceneSkyRD() {
+SkyRD::~SkyRD() {
// cleanup anything created in init...
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -1085,7 +1106,7 @@ RendererSceneSkyRD::~RendererSceneSkyRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
-void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+void SkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1297,7 +1318,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
-void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+void SkyRD::update(RendererSceneEnvironmentRD *p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1371,9 +1392,9 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
Vector3(0, -1, 0)
};
- CameraMatrix cm;
+ Projection cm;
cm.set_perspective(90, 1, 0.01, 10.0);
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
cm = correction * cm;
@@ -1387,7 +1408,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
@@ -1406,7 +1427,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
@@ -1421,7 +1442,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
@@ -1430,22 +1451,22 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::get_singleton()->draw_command_end_label();
if (sky_mode == RS::SKY_MODE_REALTIME) {
- sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
+ sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array);
if (sky_use_cubemap_array) {
- sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
+ sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
}
} else {
if (update_single_frame) {
for (int i = 1; i < max_processing_layer; i++) {
- sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
+ sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
}
if (sky_use_cubemap_array) {
- sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
+ sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
}
} else {
if (sky_use_cubemap_array) {
// Multi-Frame so just update the first array level
- sky->reflection.update_reflection_mipmaps(storage, 0, 1);
+ sky->reflection.update_reflection_mipmaps(0, 1);
}
}
sky->processing_layer = 1;
@@ -1455,10 +1476,10 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
} else {
if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
- sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
+ sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
if (sky_use_cubemap_array) {
- sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
+ sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);
}
sky->processing_layer++;
@@ -1466,7 +1487,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
}
}
-void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+void SkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1515,9 +1536,9 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
float custom_fov = p_env->sky_custom_fov;
// Camera
- CameraMatrix camera;
+ Projection camera;
uint32_t view_count = p_view_count;
- const CameraMatrix *projections = p_projections;
+ const Projection *projections = p_projections;
if (custom_fov) {
// With custom fov we don't support stereo...
@@ -1536,7 +1557,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
if (shader_data->uses_quarter_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
@@ -1549,7 +1570,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
if (shader_data->uses_half_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
@@ -1563,7 +1584,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
RID texture_uniform_set;
if (sky) {
- texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+ texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
} else {
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
@@ -1573,7 +1594,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
RD::get_singleton()->draw_list_end();
}
-void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+void SkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1613,9 +1634,9 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
float custom_fov = p_env->sky_custom_fov;
// Camera
- CameraMatrix camera;
+ Projection camera;
uint32_t view_count = p_view_count;
- const CameraMatrix *projections = p_projections;
+ const Projection *projections = p_projections;
if (custom_fov) {
// With custom fov we don't support stereo...
@@ -1634,7 +1655,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
if (shader_data->uses_quarter_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
@@ -1647,7 +1668,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
if (shader_data->uses_half_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
- RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
@@ -1658,7 +1679,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
}
}
-void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+void SkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1707,9 +1728,9 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
float custom_fov = p_env->sky_custom_fov;
// Camera
- CameraMatrix camera;
+ Projection camera;
uint32_t view_count = p_view_count;
- const CameraMatrix *projections = p_projections;
+ const Projection *projections = p_projections;
if (custom_fov) {
// With custom fov we don't support stereo...
@@ -1729,7 +1750,7 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
RID texture_uniform_set;
if (sky) {
- texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+ texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
} else {
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
@@ -1737,7 +1758,7 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
_render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
}
-void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
+void SkyRD::invalidate_sky(Sky *p_sky) {
if (!p_sky->dirty) {
p_sky->dirty = true;
p_sky->dirty_list = dirty_sky_list;
@@ -1745,7 +1766,7 @@ void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
}
}
-void RendererSceneSkyRD::update_dirty_skys() {
+void SkyRD::update_dirty_skys() {
Sky *sky = dirty_sky_list;
while (sky) {
@@ -1777,7 +1798,7 @@ void RendererSceneSkyRD::update_dirty_skys() {
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
- sky->reflection.update_reflection_data(storage, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
+ sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
} else {
//regular cubemap, lower quality (aliasing, less memory)
@@ -1792,7 +1813,7 @@ void RendererSceneSkyRD::update_dirty_skys() {
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
- sky->reflection.update_reflection_data(storage, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
+ sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
}
texture_set_dirty = true;
}
@@ -1849,34 +1870,34 @@ void RendererSceneSkyRD::update_dirty_skys() {
dirty_sky_list = nullptr;
}
-RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
+RID SkyRD::sky_get_material(RID p_sky) const {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND_V(!sky, RID());
return sky->material;
}
-RID RendererSceneSkyRD::allocate_sky_rid() {
+RID SkyRD::allocate_sky_rid() {
return sky_owner.allocate_rid();
}
-void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
+void SkyRD::initialize_sky_rid(RID p_rid) {
sky_owner.initialize_rid(p_rid, Sky());
}
-RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
+SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {
return sky_owner.get_or_null(p_sky);
}
-void RendererSceneSkyRD::free_sky(RID p_sky) {
+void SkyRD::free_sky(RID p_sky) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
- sky->free(storage);
+ sky->free();
sky_owner.free(p_sky);
}
-void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
@@ -1885,7 +1906,7 @@ void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
}
}
-void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
@@ -1894,7 +1915,7 @@ void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
}
}
-void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
+void SkyRD::sky_set_material(RID p_sky, RID p_material) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
@@ -1903,7 +1924,7 @@ void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
}
}
-Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
+Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND_V(!sky, Ref<Image>());
@@ -1912,7 +1933,7 @@ Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool
return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
}
-RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
+RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND_V(!sky, RID());
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/environment/sky.h
index 83a8fe6e77..c3962f20b7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/environment/sky.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* renderer_scene_sky_rd.h */
+/* sky.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,21 +28,25 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_SKY_RD_H
-#define RENDERING_SERVER_SCENE_SKY_RD_H
+#ifndef SKY_RD_H
+#define SKY_RD_H
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
-#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/sky.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/shader_compiler.h"
// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
class RendererSceneRenderRD;
-class RendererSceneSkyRD {
+namespace RendererRD {
+
+class SkyRD {
public:
enum SkySet {
SKY_SET_UNIFORMS,
@@ -63,7 +67,6 @@ public:
};
private:
- RendererStorageRD *storage = nullptr;
RD::DataFormat texture_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
RID index_buffer;
@@ -127,6 +130,7 @@ private:
bool uses_light = false;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -140,7 +144,7 @@ private:
virtual ~SkyShaderData();
};
- void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier);
+ void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier);
public:
struct SkySceneState {
@@ -211,10 +215,10 @@ public:
Vector<Layer> layers;
void clear_reflection_data();
- void update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format);
- void create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays);
- void create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality);
- void update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end);
+ void update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format);
+ void create_reflection_fast_filter(bool p_use_arrays);
+ void create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality);
+ void update_reflection_mipmaps(int p_start, int p_end);
};
/* Sky shader */
@@ -267,9 +271,9 @@ public:
Vector3 prev_position;
float prev_time;
- void free(RendererStorageRD *p_storage);
+ void free();
- RID get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd);
+ RID get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd);
bool set_radiance_size(int p_radiance_size);
bool set_mode(RS::SkyMode p_mode);
bool set_material(RID p_material);
@@ -288,16 +292,16 @@ public:
RendererRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
static RendererRD::MaterialData *_create_sky_material_funcs(RendererRD::ShaderData *p_shader);
- RendererSceneSkyRD();
- void init(RendererStorageRD *p_storage);
+ SkyRD();
+ void init();
void set_texture_format(RD::DataFormat p_texture_format);
- ~RendererSceneSkyRD();
+ ~SkyRD();
- void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
- void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
- void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
- void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
- void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
+ void update(RendererSceneEnvironmentRD *p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
+ void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
void invalidate_sky(Sky *p_sky);
void update_dirty_skys();
@@ -316,4 +320,6 @@ public:
RID sky_get_radiance_texture_rd(RID p_sky) const;
};
-#endif /* RENDERING_SERVER_SCENE_SKY_RD_H */
+} // namespace RendererRD
+
+#endif // SKY_RD_H
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index c7048289c8..872a27fda1 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -30,6 +30,7 @@
#include "render_forward_clustered.h"
#include "core/config/project_settings.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
@@ -65,6 +66,13 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
}
specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ if (view_count == 1) {
+ specular_views[0] = specular;
+ } else {
+ for (uint32_t v = 0; v < view_count; v++) {
+ specular_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), specular, v, 0);
+ }
+ }
if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
{
@@ -79,6 +87,14 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ if (view_count == 1) {
+ specular_msaa_views[0] = specular_msaa;
+ } else {
+ for (uint32_t v = 0; v < view_count; v++) {
+ specular_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), specular_msaa, v, 0);
+ }
+ }
+
{
Vector<RID> fb;
fb.push_back(specular_msaa);
@@ -170,29 +186,26 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi()
}
void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
+ // note, slices are freed automatically when the parent texture is freed so we just clear them.
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ color_views[v] = RID();
+ depth_views[v] = RID();
+ specular_views[v] = RID();
+ specular_msaa_views[v] = RID();
+ color_msaa_views[v] = RID();
+ depth_msaa_views[v] = RID();
+ normal_roughness_views[v] = RID();
+ normal_roughness_msaa_views[v] = RID();
+ voxelgi_views[v] = RID();
+ voxelgi_msaa_views[v] = RID();
+ vrs_views[v] = RID();
+ }
+
if (voxelgi_buffer != RID()) {
RD::get_singleton()->free(voxelgi_buffer);
voxelgi_buffer = RID();
- if (view_count == 1) {
- voxelgi_views[0] = RID();
- } else {
- for (uint32_t v = 0; v < view_count; v++) {
- RD::get_singleton()->free(voxelgi_views[v]);
- voxelgi_views[v] = RID();
- }
- }
-
if (voxelgi_buffer_msaa.is_valid()) {
- if (view_count == 1) {
- voxelgi_msaa_views[0] = RID();
- } else {
- for (uint32_t v = 0; v < view_count; v++) {
- RD::get_singleton()->free(voxelgi_msaa_views[v]);
- voxelgi_msaa_views[v] = RID();
- }
- }
-
RD::get_singleton()->free(voxelgi_buffer_msaa);
voxelgi_buffer_msaa = RID();
}
@@ -201,35 +214,11 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
}
if (color_msaa.is_valid()) {
- if (view_count == 1) {
- color_views[0] = RID();
- color_msaa_views[0] = RID();
- } else {
- for (uint32_t v = 0; v < view_count; v++) {
- RD::get_singleton()->free(color_views[v]);
- RD::get_singleton()->free(color_msaa_views[v]);
- color_views[v] = RID();
- color_msaa_views[v] = RID();
- }
- }
-
RD::get_singleton()->free(color_msaa);
color_msaa = RID();
}
if (depth_msaa.is_valid()) {
- if (view_count == 1) {
- depth_views[0] = RID();
- depth_msaa_views[0] = RID();
- } else {
- for (uint32_t v = 0; v < view_count; v++) {
- RD::get_singleton()->free(depth_views[v]);
- RD::get_singleton()->free(depth_msaa_views[v]);
- depth_views[v] = RID();
- depth_msaa_views[v] = RID();
- }
- }
-
RD::get_singleton()->free(depth_msaa);
depth_msaa = RID();
}
@@ -244,33 +233,17 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
}
color = RID();
+ color_only_fb = RID();
depth = RID();
depth_fb = RID();
color_framebuffers.clear(); // Color pass framebuffers are freed automatically by their dependency relations
if (normal_roughness_buffer.is_valid()) {
- if (view_count == 1) {
- normal_roughness_views[0] = RID();
- } else {
- for (uint32_t v = 0; v < view_count; v++) {
- RD::get_singleton()->free(normal_roughness_views[v]);
- normal_roughness_views[v] = RID();
- }
- }
-
RD::get_singleton()->free(normal_roughness_buffer);
normal_roughness_buffer = RID();
if (normal_roughness_buffer_msaa.is_valid()) {
- if (view_count == 1) {
- normal_roughness_msaa_views[0] = RID();
- } else {
- for (uint32_t v = 0; v < view_count; v++) {
- RD::get_singleton()->free(normal_roughness_msaa_views[v]);
- normal_roughness_msaa_views[v] = RID();
- }
- }
RD::get_singleton()->free(normal_roughness_buffer_msaa);
normal_roughness_buffer_msaa = RID();
}
@@ -293,11 +266,12 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
}
}
-void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count) {
+void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) {
clear();
msaa = p_msaa;
use_taa = p_use_taa;
+ vrs = p_vrs_texture;
width = p_width;
height = p_height;
@@ -306,11 +280,26 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c
color = p_color_buffer;
depth = p_depth_buffer;
+ if (vrs.is_valid()) {
+ if (view_count == 1) {
+ // just reuse
+ vrs_views[0] = vrs;
+ } else {
+ // create slices
+ for (uint32_t v = 0; v < view_count; v++) {
+ vrs_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), vrs, v, 0);
+ }
+ }
+ }
+
if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
{
Vector<RID> fb;
fb.push_back(p_color_buffer);
fb.push_back(depth);
+ if (vrs.is_valid()) {
+ fb.push_back(vrs);
+ }
color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
}
@@ -345,7 +334,7 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c
color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
@@ -370,6 +359,9 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c
Vector<RID> fb;
fb.push_back(color_msaa);
fb.push_back(depth_msaa);
+ if (vrs.is_valid()) {
+ fb.push_back(vrs);
+ }
color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
}
@@ -408,6 +400,10 @@ RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_pass_fb(
fb.push_back(use_msaa ? depth_msaa : depth);
+ if (vrs.is_valid()) {
+ fb.push_back(vrs);
+ }
+
int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? view_count : 1;
RID framebuffer = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, v_count);
color_framebuffers[p_color_pass_flags] = framebuffer;
@@ -435,7 +431,7 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
@@ -448,7 +444,7 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData
fb.push_back(rb->normal_roughness_buffer);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
} else {
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
tf.samples = rb->texture_samples;
rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
@@ -779,7 +775,7 @@ void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_lis
void RenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
uint32_t render_total = p_params->element_count;
- uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
uint32_t render_from = p_thread * render_total / total_threads;
uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
@@ -791,9 +787,10 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p
if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardClustered::_render_list_thread_function, p_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardClustered::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardClusteredRenderList"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
RD::get_singleton()->draw_list_end(p_params->barrier);
} else {
//single threaded
@@ -804,23 +801,23 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p
}
void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
- //CameraMatrix projection = p_render_data->cam_projection;
+ //Projection projection = p_render_data->cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(p_flip_y);
correction.add_jitter_offset(p_render_data->taa_jitter);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
//store camera into ubo
- RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
- RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
+ RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
+ RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
projection = correction * p_render_data->view_projection[v];
- RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
- RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
@@ -836,10 +833,10 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.pancake_shadows = p_pancake_shadows;
- RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
@@ -934,7 +931,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
Basis sky_transform = environment_get_sky_orientation(p_render_data->environment);
sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
- RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
+ RendererRD::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
@@ -999,21 +996,21 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
if (render_buffers->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
memcpy(&scene_state.prev_ubo, &scene_state.ubo, sizeof(SceneState::UBO));
- CameraMatrix prev_correction;
+ Projection prev_correction;
prev_correction.set_depth_correction(true);
prev_correction.add_jitter_offset(p_render_data->prev_taa_jitter);
- CameraMatrix prev_projection = prev_correction * p_render_data->prev_cam_projection;
+ Projection prev_projection = prev_correction * p_render_data->prev_cam_projection;
//store camera into ubo
- RendererStorageRD::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix);
- RendererStorageRD::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix);
- RendererStorageRD::store_transform(p_render_data->prev_cam_transform, scene_state.prev_ubo.inv_view_matrix);
- RendererStorageRD::store_transform(p_render_data->prev_cam_transform.affine_inverse(), scene_state.prev_ubo.view_matrix);
+ RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix);
+ RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->prev_cam_transform, scene_state.prev_ubo.inv_view_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->prev_cam_transform.affine_inverse(), scene_state.prev_ubo.view_matrix);
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
prev_projection = prev_correction * p_render_data->view_projection[v];
- RendererStorageRD::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix_view[v]);
- RendererStorageRD::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix_view[v]);
}
scene_state.prev_ubo.taa_jitter[0] = p_render_data->prev_taa_jitter.x;
scene_state.prev_ubo.taa_jitter[1] = p_render_data->prev_taa_jitter.y;
@@ -1069,11 +1066,11 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
}
if (inst->store_transform_cache) {
- RendererStorageRD::store_transform(inst->transform, instance_data.transform);
- RendererStorageRD::store_transform(inst->prev_transform, instance_data.prev_transform);
+ RendererRD::MaterialStorage::store_transform(inst->transform, instance_data.transform);
+ RendererRD::MaterialStorage::store_transform(inst->prev_transform, instance_data.prev_transform);
} else {
- RendererStorageRD::store_transform(Transform3D(), instance_data.transform);
- RendererStorageRD::store_transform(Transform3D(), instance_data.prev_transform);
+ RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.transform);
+ RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.prev_transform);
}
instance_data.flags = inst->flags_cache;
@@ -1397,7 +1394,7 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps
Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
- RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
scene_state.lightmap_ids[i] = p_lightmaps[i];
scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap);
@@ -1592,9 +1589,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
RD::get_singleton()->draw_command_begin_label("Setup Sky");
- CameraMatrix projection = p_render_data->cam_projection;
+ Projection projection = p_render_data->cam_projection;
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
projection = correction * p_render_data->cam_projection;
}
@@ -1672,8 +1669,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
continue_depth = !finish_depth;
}
- RID null_rids[2];
- _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_views : null_rids, render_buffer ? render_buffer->voxelgi_buffer : RID());
+ RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS];
+ _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_views : nullrids, render_buffer ? render_buffer->voxelgi_buffer : RID(), render_buffer ? render_buffer->vrs_views : nullrids);
RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
@@ -1723,9 +1720,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
- CameraMatrix dc;
+ Projection dc;
dc.set_depth_correction(true);
- CameraMatrix cm = (dc * p_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
+ Projection cm = (dc * p_render_data->cam_projection) * Projection(p_render_data->cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(color_only_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
RD::get_singleton()->draw_command_begin_label("Debug VoxelGIs");
for (int i = 0; i < (int)p_render_data->voxel_gi_instances->size(); i++) {
@@ -1740,11 +1737,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
- CameraMatrix dc;
+ Projection dc;
dc.set_depth_correction(true);
- CameraMatrix cms[RendererSceneRender::MAX_RENDER_VIEWS];
+ Projection cms[RendererSceneRender::MAX_RENDER_VIEWS];
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
- cms[v] = (dc * p_render_data->view_projection[v]) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
+ cms[v] = (dc * p_render_data->view_projection[v]) * Projection(p_render_data->cam_transform.affine_inverse());
}
_debug_sdfgi_probes(p_render_data->render_buffers, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth);
}
@@ -1755,9 +1752,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_begin_label("Draw Sky");
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
sky.draw(env, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time);
} else {
sky.draw(env, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
@@ -1770,9 +1767,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
for (uint32_t v = 0; v < render_buffer->view_count; v++) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]);
}
- // TODO mame this do multiview
if (using_separate_specular) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
+ for (uint32_t v = 0; v < render_buffer->view_count; v++) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa_views[v], render_buffer->specular_views[v]);
+ }
}
}
@@ -1793,12 +1791,12 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (using_ssr) {
RENDER_TIMESTAMP("Screen-Space Reflections");
RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections");
- _process_ssr(p_render_data->render_buffers, color_only_framebuffer, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
+ _process_ssr(p_render_data->render_buffers, color_only_framebuffer, render_buffer->normal_roughness_views, render_buffer->specular, render_buffer->specular_views, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
RD::get_singleton()->draw_command_end_label();
} else {
//just mix specular back
RENDER_TIMESTAMP("Merge Specular");
- storage->get_effects()->merge_specular(color_only_framebuffer, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
+ copy_effects->merge_specular(color_only_framebuffer, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID(), p_render_data->view_count);
}
}
@@ -1875,7 +1873,7 @@ void RenderForwardClustered::_render_shadow_begin() {
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
+void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -1965,7 +1963,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
+void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) {
RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
@@ -2004,7 +2002,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering 3D Material");
RD::get_singleton()->draw_command_begin_label("Render 3D Material");
@@ -2053,7 +2051,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering UV2");
RD::get_singleton()->draw_command_begin_label("Render UV2");
@@ -2123,7 +2121,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
RENDER_TIMESTAMP("Render SDFGI");
RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel");
@@ -2189,7 +2187,7 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
to_bounds.origin = p_bounds.position;
to_bounds.basis.scale(p_bounds.size);
- RendererStorageRD::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds);
+ RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds);
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -2794,24 +2792,23 @@ RID RenderForwardClustered::_render_buffers_get_velocity_texture(RID p_render_bu
RenderForwardClustered *RenderForwardClustered::singleton = nullptr;
-void RenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- if (ginstance->dirty_list_element.in_list()) {
+void RenderForwardClustered::GeometryInstanceForwardClustered::_mark_dirty() {
+ if (dirty_list_element.in_list()) {
return;
}
//clear surface caches
- GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+ GeometryInstanceSurfaceDataCache *surf = surface_caches;
while (surf) {
GeometryInstanceSurfaceDataCache *next = surf->next;
- geometry_instance_surface_alloc.free(surf);
+ RenderForwardClustered::get_singleton()->geometry_instance_surface_alloc.free(surf);
surf = next;
}
- ginstance->surface_caches = nullptr;
+ surface_caches = nullptr;
- geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
+ RenderForwardClustered::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element);
}
void RenderForwardClustered::_geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
@@ -2888,7 +2885,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
sdcache->surface_index = p_surface;
if (ginstance->data->dirty_dependencies) {
- storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
}
//shadow
@@ -2979,7 +2976,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
}
}
-void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+void RenderForwardClustered::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) {
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
@@ -3131,16 +3128,16 @@ void RenderForwardClustered::_update_dirty_geometry_instances() {
}
}
-void RenderForwardClustered::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+void RenderForwardClustered::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) {
switch (p_notification) {
- case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
- case RendererStorage::DEPENDENCY_CHANGED_MESH:
- case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
- case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
- static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ case Dependency::DEPENDENCY_CHANGED_MATERIAL:
+ case Dependency::DEPENDENCY_CHANGED_MESH:
+ case Dependency::DEPENDENCY_CHANGED_PARTICLES:
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
+ case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
} break;
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata);
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
ginstance->instance_count = RendererRD::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base);
@@ -3151,12 +3148,12 @@ void RenderForwardClustered::_geometry_instance_dependency_changed(RendererStora
} break;
}
}
-void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
- static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) {
+ static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
}
-RendererSceneRender::GeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) {
- RS::InstanceType type = storage->get_base_type(p_base);
+RenderGeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) {
+ RS::InstanceType type = RSG::utilities->get_base_type(p_base);
ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
GeometryInstanceForwardClustered *ginstance = geometry_instance_alloc.alloc();
@@ -3168,155 +3165,47 @@ RendererSceneRender::GeometryInstance *RenderForwardClustered::geometry_instance
ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
- _geometry_instance_mark_dirty(ginstance);
+ ginstance->_mark_dirty();
return ginstance;
}
-void RenderForwardClustered::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->skeleton = p_skeleton;
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-void RenderForwardClustered::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->material_override = p_override;
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-void RenderForwardClustered::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->material_overlay = p_overlay;
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-void RenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->surface_materials = p_materials;
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-void RenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->mesh_instance = p_mesh_instance;
- _geometry_instance_mark_dirty(ginstance);
-}
-void RenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
+void RenderForwardClustered::GeometryInstanceForwardClustered::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) {
uint64_t frame = RSG::rasterizer->get_frame_number();
- if (frame != ginstance->prev_transform_change_frame) {
- ginstance->prev_transform = ginstance->transform;
- ginstance->prev_transform_change_frame = frame;
- ginstance->prev_transform_dirty = true;
+ if (frame != prev_transform_change_frame) {
+ prev_transform = transform;
+ prev_transform_change_frame = frame;
+ prev_transform_dirty = true;
}
- ginstance->transform = p_transform;
- ginstance->mirror = p_transform.basis.determinant() < 0;
- ginstance->data->aabb = p_aabb;
- ginstance->transformed_aabb = p_transformed_aabb;
-
- Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
- // handle non uniform scale here
-
- float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
- float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
-
- ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
- ginstance->lod_model_scale = max_scale;
-}
-void RenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->lod_bias = p_lod_bias;
-}
-void RenderForwardClustered::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->fade_near = p_enable_near;
- ginstance->fade_near_begin = p_near_begin;
- ginstance->fade_near_end = p_near_end;
- ginstance->fade_far = p_enable_far;
- ginstance->fade_far_begin = p_far_begin;
- ginstance->fade_far_end = p_far_end;
+ RenderGeometryInstanceBase::set_transform(p_transform, p_aabb, p_transformed_aabbb);
}
-void RenderForwardClustered::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->parent_fade_alpha = p_alpha;
-}
+void RenderForwardClustered::GeometryInstanceForwardClustered::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ lightmap_instance = p_lightmap_instance;
+ lightmap_uv_scale = p_lightmap_uv_scale;
+ lightmap_slice_index = p_lightmap_slice_index;
-void RenderForwardClustered::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->force_alpha = CLAMP(1.0 - p_transparency, 0, 1);
+ _mark_dirty();
}
-void RenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->use_baked_light = p_enable;
- _geometry_instance_mark_dirty(ginstance);
-}
-void RenderForwardClustered::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->use_dynamic_gi = p_enable;
- _geometry_instance_mark_dirty(ginstance);
-}
-void RenderForwardClustered::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->lightmap_instance = p_lightmap_instance;
- ginstance->lightmap_uv_scale = p_lightmap_uv_scale;
- ginstance->lightmap_slice_index = p_lightmap_slice_index;
- _geometry_instance_mark_dirty(ginstance);
-}
-void RenderForwardClustered::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
+void RenderForwardClustered::GeometryInstanceForwardClustered::set_lightmap_capture(const Color *p_sh9) {
if (p_sh9) {
- if (ginstance->lightmap_sh == nullptr) {
- ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
+ if (lightmap_sh == nullptr) {
+ lightmap_sh = RenderForwardClustered::get_singleton()->geometry_instance_lightmap_sh.alloc();
}
- memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
} else {
- if (ginstance->lightmap_sh != nullptr) {
- geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
- ginstance->lightmap_sh = nullptr;
+ if (lightmap_sh != nullptr) {
+ RenderForwardClustered::get_singleton()->geometry_instance_lightmap_sh.free(lightmap_sh);
+ lightmap_sh = nullptr;
}
}
- _geometry_instance_mark_dirty(ginstance);
-}
-void RenderForwardClustered::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->shader_parameters_offset = p_offset;
- _geometry_instance_mark_dirty(ginstance);
-}
-void RenderForwardClustered::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->data->cast_double_sided_shadows = p_enable;
- _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardClustered::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->layer_mask = p_layer_mask;
+ _mark_dirty();
}
-void RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+void RenderForwardClustered::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
if (ginstance->lightmap_sh != nullptr) {
@@ -3335,47 +3224,25 @@ void RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry
uint32_t RenderForwardClustered::geometry_instance_get_pair_mask() {
return (1 << RS::INSTANCE_VOXEL_GI);
}
-void RenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
-}
-void RenderForwardClustered::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
-}
-void RenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
-}
-Transform3D RenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
- ERR_FAIL_COND_V(!ginstance, Transform3D());
- return ginstance->transform;
-}
-
-AABB RenderForwardClustered::geometry_instance_get_aabb(GeometryInstance *p_instance) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
- ERR_FAIL_COND_V(!ginstance, AABB());
- return ginstance->data->aabb;
-}
-
-void RenderForwardClustered::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
+void RenderForwardClustered::GeometryInstanceForwardClustered::pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
if (p_voxel_gi_instance_count > 0) {
- ginstance->voxel_gi_instances[0] = p_voxel_gi_instances[0];
+ voxel_gi_instances[0] = p_voxel_gi_instances[0];
} else {
- ginstance->voxel_gi_instances[0] = RID();
+ voxel_gi_instances[0] = RID();
}
if (p_voxel_gi_instance_count > 1) {
- ginstance->voxel_gi_instances[1] = p_voxel_gi_instances[1];
+ voxel_gi_instances[1] = p_voxel_gi_instances[1];
} else {
- ginstance->voxel_gi_instances[1] = RID();
+ voxel_gi_instances[1] = RID();
}
}
-void RenderForwardClustered::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
- GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->using_projectors = p_projector;
- ginstance->using_softshadows = p_softshadow;
- _geometry_instance_mark_dirty(ginstance);
+void RenderForwardClustered::GeometryInstanceForwardClustered::set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) {
+ using_projectors = p_projector;
+ using_softshadows = p_softshadow;
+ _mark_dirty();
}
void RenderForwardClustered::_update_shader_quality_settings() {
@@ -3420,8 +3287,7 @@ void RenderForwardClustered::_update_shader_quality_settings() {
_base_uniforms_changed(); //also need this
}
-RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
- RendererSceneRenderRD(p_storage) {
+RenderForwardClustered::RenderForwardClustered() {
singleton = this;
/* SCENE SHADER */
@@ -3453,7 +3319,7 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
}
- scene_shader.init(p_storage, defines);
+ scene_shader.init(defines);
}
render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
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 83f69e0674..7e71406af8 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -28,16 +28,16 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
-#define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
+#ifndef RENDER_FORWARD_CLUSTERED_H
+#define RENDER_FORWARD_CLUSTERED_H
#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/effects/resolve.h"
#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
namespace RendererSceneRenderImplementation {
@@ -107,26 +107,32 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID depth_normal_roughness_voxelgi_fb;
RID color_only_fb;
RID specular_only_fb;
+
+ RID vrs;
+
int width, height;
HashMap<uint32_t, RID> color_framebuffers;
// for multiview
- uint32_t view_count;
+ uint32_t view_count = 1;
RID color_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this
RID depth_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this
+ RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID specular_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID color_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID depth_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID normal_roughness_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID voxelgi_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID voxelgi_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID vrs_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID render_sdfgi_uniform_set;
void ensure_specular();
void ensure_voxelgi();
void ensure_velocity();
void clear();
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count);
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture);
RID get_color_pass_fb(uint32_t p_color_pass_flags);
~RenderBufferDataForwardClustered();
@@ -421,7 +427,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
HashMap<Size2i, RID> sdfgi_framebuffer_size_cache;
struct GeometryInstanceData;
- struct GeometryInstanceForwardClustered;
+ class GeometryInstanceForwardClustered;
struct GeometryInstanceLightmapSH {
Color sh[9];
@@ -481,77 +487,52 @@ class RenderForwardClustered : public RendererSceneRenderRD {
GeometryInstanceForwardClustered *owner = nullptr;
};
- struct GeometryInstanceForwardClustered : public GeometryInstance {
+ class GeometryInstanceForwardClustered : public RenderGeometryInstanceBase {
+ public:
+ // lightmap
+ RID lightmap_instance;
+ Rect2 lightmap_uv_scale;
+ uint32_t lightmap_slice_index;
+ GeometryInstanceLightmapSH *lightmap_sh = nullptr;
+
//used during rendering
- bool mirror = false;
- bool non_uniform_scale = false;
- float lod_bias = 0.0;
- float lod_model_scale = 1.0;
- AABB transformed_aabb; //needed for LOD
- float depth = 0;
+
uint32_t gi_offset_cache = 0;
- uint32_t flags_cache = 0;
bool store_transform_cache = true;
- int32_t shader_parameters_offset = -1;
- uint32_t lightmap_slice_index;
- Rect2 lightmap_uv_scale;
- uint32_t layer_mask = 1;
RID transforms_uniform_set;
uint32_t instance_count = 0;
uint32_t trail_steps = 1;
- RID mesh_instance;
bool can_sdfgi = false;
bool using_projectors = false;
bool using_softshadows = false;
- bool fade_near = false;
- float fade_near_begin = 0;
- float fade_near_end = 0;
- bool fade_far = false;
- float fade_far_begin = 0;
- float fade_far_end = 0;
- float force_alpha = 1.0;
- float parent_fade_alpha = 1.0;
//used during setup
- uint32_t base_flags = 0;
uint64_t prev_transform_change_frame = 0xFFFFFFFF;
bool prev_transform_dirty = true;
- Transform3D transform;
Transform3D prev_transform;
RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE];
- RID lightmap_instance;
- GeometryInstanceLightmapSH *lightmap_sh = nullptr;
GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
SelfList<GeometryInstanceForwardClustered> dirty_list_element;
- struct Data {
- //data used less often goes into regular heap
- RID base;
- RS::InstanceType base_type;
-
- RID skeleton;
- Vector<RID> surface_materials;
- RID material_override;
- RID material_overlay;
- AABB aabb;
+ GeometryInstanceForwardClustered() :
+ dirty_list_element(this) {}
- bool use_dynamic_gi = false;
- bool use_baked_light = true;
- bool cast_double_sided_shadows = false;
- bool mirror = false;
- bool dirty_dependencies = false;
+ virtual void _mark_dirty() override;
- RendererStorage::DependencyTracker dependency_tracker;
- };
+ virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override;
+ virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
+ virtual void set_lightmap_capture(const Color *p_sh9) override;
- Data *data = nullptr;
+ virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override {}
+ virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {}
+ virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
+ virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
- GeometryInstanceForwardClustered() :
- dirty_list_element(this) {}
+ virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override;
};
- static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
- static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
SelfList<GeometryInstanceForwardClustered>::List geometry_instance_dirty_list;
@@ -562,8 +543,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
- void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
- void _geometry_instance_update(GeometryInstance *p_geometry_instance);
+ void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
/* Render List */
@@ -634,57 +614,33 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_shadow_begin() override;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
+ virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override;
public:
+ static RenderForwardClustered *get_singleton() { return singleton; }
+
_FORCE_INLINE_ virtual void update_uniform_sets() override {
base_uniform_set_updated = true;
_update_render_base_uniform_set();
}
- virtual GeometryInstance *geometry_instance_create(RID p_base) override;
- virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
- virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
- virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) override;
- virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
- virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
- virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
- virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
- virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
- virtual void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override;
- virtual void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override;
- virtual void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override;
- virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
- virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
- virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
- virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
- virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
- virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
-
- virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override;
- virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override;
-
- virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
+ virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override;
+ virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
virtual uint32_t geometry_instance_get_pair_mask() override;
- virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
- virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
- virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
- virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
-
- virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override;
virtual bool free(RID p_rid) override;
- RenderForwardClustered(RendererStorageRD *p_storage);
+ RenderForwardClustered();
~RenderForwardClustered();
};
} // namespace RendererSceneRenderImplementation
-#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
+
+#endif // RENDER_FORWARD_CLUSTERED_H
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index aada989bcb..6f4a7f6a84 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
@@ -37,6 +37,10 @@
using namespace RendererSceneRenderImplementation;
+void SceneShaderForwardClustered::ShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
//compile
@@ -403,7 +407,22 @@ void SceneShaderForwardClustered::ShaderData::get_param_list(List<PropertyInfo>
}
}
+ String last_group;
for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
@@ -520,9 +539,8 @@ SceneShaderForwardClustered::~SceneShaderForwardClustered() {
material_storage->material_free(default_material);
}
-void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines) {
+void SceneShaderForwardClustered::init(const String p_defines) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- storage = p_storage;
{
Vector<String> shader_versions;
@@ -664,7 +682,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
- actions.renames["FOG"] = "custom_fog";
+ actions.renames["FOG"] = "fog";
actions.renames["RADIANCE"] = "custom_radiance";
actions.renames["IRRADIANCE"] = "custom_irradiance";
actions.renames["BONE_INDICES"] = "bone_attrib";
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index ffa3893b6a..fb001d6933 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -28,11 +28,10 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RSSR_SCENE_SHADER_FC_H
-#define RSSR_SCENE_SHADER_FC_H
+#ifndef SCENE_SHADER_FORWARD_CLUSTERED_H
+#define SCENE_SHADER_FORWARD_CLUSTERED_H
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
namespace RendererSceneRenderImplementation {
@@ -42,8 +41,6 @@ private:
static SceneShaderForwardClustered *singleton;
public:
- RendererStorageRD *storage = nullptr;
-
enum ShaderVersion {
SHADER_VERSION_DEPTH_PASS,
SHADER_VERSION_DEPTH_PASS_DP,
@@ -183,6 +180,7 @@ public:
uint32_t index = 0;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_path);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -249,9 +247,10 @@ public:
SceneShaderForwardClustered();
~SceneShaderForwardClustered();
- void init(RendererStorageRD *p_storage, const String p_defines);
+ void init(const String p_defines);
void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
};
} // namespace RendererSceneRenderImplementation
-#endif // !RSSR_SCENE_SHADER_FM_H
+
+#endif // SCENE_SHADER_FORWARD_CLUSTERED_H
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 25acd2e25f..67c7d12517 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -87,10 +87,11 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
}
}
-void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count) {
+void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) {
clear();
msaa = p_msaa;
+ vrs = p_vrs_texture;
Size2i target_size = RD::get_singleton()->texture_size(p_target_buffer);
@@ -108,6 +109,9 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
Vector<RID> fb;
fb.push_back(p_color_buffer); // 0 - color buffer
fb.push_back(depth); // 1 - depth buffer
+ if (vrs.is_valid()) {
+ fb.push_back(vrs); // 2 - vrs texture
+ }
// Now define our subpasses
Vector<RD::FramebufferPass> passes;
@@ -116,6 +120,9 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
// re-using the same attachments
pass.color_attachments.push_back(0);
pass.depth_attachment = 1;
+ if (vrs.is_valid()) {
+ pass.vrs_attachment = 2;
+ }
// - opaque pass
passes.push_back(pass);
@@ -131,12 +138,13 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
if (!is_scaled) {
// - add blit to 2D pass
- fb.push_back(p_target_buffer); // 2 - target buffer
+ int target_buffer_id = fb.size();
+ fb.push_back(p_target_buffer); // 2/3 - target buffer
RD::FramebufferPass blit_pass;
- blit_pass.color_attachments.push_back(2);
+ blit_pass.color_attachments.push_back(target_buffer_id);
blit_pass.input_attachments.push_back(0);
- passes.push_back(blit_pass);
+ passes.push_back(blit_pass); // this doesn't need VRS
color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
} else {
@@ -179,6 +187,9 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
Vector<RID> fb;
fb.push_back(color_msaa); // 0 - msaa color buffer
fb.push_back(depth_msaa); // 1 - msaa depth buffer
+ if (vrs.is_valid()) {
+ fb.push_back(vrs); // 2 - vrs texture
+ }
// Now define our subpasses
Vector<RD::FramebufferPass> passes;
@@ -187,18 +198,22 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
// re-using the same attachments
pass.color_attachments.push_back(0);
pass.depth_attachment = 1;
+ if (vrs.is_valid()) {
+ pass.vrs_attachment = 2;
+ }
// - opaque pass
passes.push_back(pass);
// - add sky pass
- fb.push_back(color); // 2 - color buffer
+ int color_buffer_id = fb.size();
+ fb.push_back(color); // color buffer
passes.push_back(pass); // without resolve for our 3 + 4 subpass config
{
// but with resolve for our 2 subpass config
Vector<RD::FramebufferPass> two_passes;
two_passes.push_back(pass); // opaque subpass without resolve
- pass.resolve_attachments.push_back(2);
+ pass.resolve_attachments.push_back(color_buffer_id);
two_passes.push_back(pass); // sky subpass with resolve
color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, two_passes, RenderingDevice::INVALID_ID, view_count);
@@ -217,10 +232,11 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
if (!is_scaled) {
// - add blit to 2D pass
- fb.push_back(p_target_buffer); // 3 - target buffer
+ int target_buffer_id = fb.size();
+ fb.push_back(p_target_buffer); // target buffer
RD::FramebufferPass blit_pass;
- blit_pass.color_attachments.push_back(3);
- blit_pass.input_attachments.push_back(2);
+ blit_pass.color_attachments.push_back(target_buffer_id);
+ blit_pass.input_attachments.push_back(color_buffer_id);
passes.push_back(blit_pass);
color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
@@ -465,7 +481,7 @@ void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, c
Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
- RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
scene_state.lightmap_ids[i] = p_lightmaps[i];
scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap);
@@ -632,9 +648,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
RD::get_singleton()->draw_command_begin_label("Setup Sky");
- CameraMatrix projection = p_render_data->cam_projection;
+ Projection projection = p_render_data->cam_projection;
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
projection = correction * p_render_data->cam_projection;
}
@@ -664,9 +680,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection 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);
@@ -675,8 +691,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
}
- RID null_rids[2];
- _pre_opaque_render(p_render_data, false, false, false, null_rids, RID());
+ RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS];
+ _pre_opaque_render(p_render_data, false, false, false, nullrids, RID(), nullrids);
uint32_t spec_constant_base_flags = 0;
@@ -742,9 +758,12 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderList"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
} else {
//single threaded
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
@@ -760,9 +779,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
} else {
sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
@@ -806,10 +825,12 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_switch_to_next_pass_split(thread_draw_lists.size(), thread_draw_lists.ptr());
render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
} else {
//single threaded
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
@@ -843,9 +864,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
} else {
//single threaded
@@ -884,7 +907,7 @@ void RenderForwardMobile::_render_shadow_begin() {
render_list[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
+void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -978,7 +1001,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
/* */
-void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering 3D Material");
RD::get_singleton()->draw_command_begin_label("Render 3D Material");
@@ -1024,7 +1047,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering UV2");
RD::get_singleton()->draw_command_begin_label("Render UV2");
@@ -1091,11 +1114,11 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
// we don't do GI in low end..
}
-void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
+void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) {
RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
@@ -1527,22 +1550,22 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
// This populates our UBO with main scene data that is pushed into set 1
- //CameraMatrix projection = p_render_data->cam_projection;
+ //Projection projection = p_render_data->cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(p_flip_y);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
//store camera into ubo
- RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
- RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
+ RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
+ RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
+ RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
projection = correction * p_render_data->view_projection[v];
- RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
- RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
@@ -1555,10 +1578,10 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.pancake_shadows = p_pancake_shadows;
- RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
- RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
@@ -1648,7 +1671,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
Basis sky_transform = environment_get_sky_orientation(p_render_data->environment);
sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
- RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
+ RendererRD::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
@@ -1755,7 +1778,7 @@ void RenderForwardMobile::_render_list(RenderingDevice::DrawListID p_draw_list,
void RenderForwardMobile::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
uint32_t render_total = p_params->element_count;
- uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
uint32_t render_from = p_thread * render_total / total_threads;
uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
@@ -1767,9 +1790,11 @@ void RenderForwardMobile::_render_list_with_threads(RenderListParameters *p_para
if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, p_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
RD::get_singleton()->draw_list_end(p_params->barrier);
} else {
//single threaded
@@ -1866,9 +1891,9 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
GeometryInstanceForwardMobile::PushConstant push_constant;
if (inst->store_transform_cache) {
- RendererStorageRD::store_transform(inst->transform, push_constant.transform);
+ RendererRD::MaterialStorage::store_transform(inst->transform, push_constant.transform);
} else {
- RendererStorageRD::store_transform(Transform3D(), push_constant.transform);
+ RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform);
}
push_constant.flags = inst->flags_cache;
@@ -2031,8 +2056,8 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
/* Geometry instance */
-RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) {
- RS::InstanceType type = storage->get_base_type(p_base);
+RenderGeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) {
+ RS::InstanceType type = RSG::utilities->get_base_type(p_base);
ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
GeometryInstanceForwardMobile *ginstance = geometry_instance_alloc.alloc();
@@ -2041,165 +2066,36 @@ RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_cr
ginstance->data->base = p_base;
ginstance->data->base_type = type;
- _geometry_instance_mark_dirty(ginstance);
+ ginstance->_mark_dirty();
return ginstance;
}
-void RenderForwardMobile::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->skeleton = p_skeleton;
-
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-
-void RenderForwardMobile::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->material_override = p_override;
-
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-
-void RenderForwardMobile::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->material_overlay = p_overlay;
-
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-
-void RenderForwardMobile::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->surface_materials = p_materials;
-
- _geometry_instance_mark_dirty(ginstance);
- ginstance->data->dirty_dependencies = true;
-}
-
-void RenderForwardMobile::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->mesh_instance = p_mesh_instance;
-
- _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardMobile::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->transform = p_transform;
- ginstance->mirror = p_transform.basis.determinant() < 0;
- ginstance->data->aabb = p_aabb;
- ginstance->transformed_aabb = p_transformed_aabb;
-
- Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
- // handle non uniform scale here
-
- float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
- float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
- ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
-
- ginstance->lod_model_scale = max_scale;
-}
-
-void RenderForwardMobile::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->layer_mask = p_layer_mask;
-}
-
-void RenderForwardMobile::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->lod_bias = p_lod_bias;
-}
+void RenderForwardMobile::GeometryInstanceForwardMobile::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ lightmap_instance = p_lightmap_instance;
+ lightmap_uv_scale = p_lightmap_uv_scale;
+ lightmap_slice_index = p_lightmap_slice_index;
-void RenderForwardMobile::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {
+ _mark_dirty();
}
-void RenderForwardMobile::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) {
-}
-
-void RenderForwardMobile::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) {
-}
-
-void RenderForwardMobile::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->data->use_baked_light = p_enable;
-
- _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardMobile::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
- // !BAS! do we support this in mobile?
- // GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- // ERR_FAIL_COND(!ginstance);
- // ginstance->data->use_dynamic_gi = p_enable;
- // _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardMobile::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->lightmap_instance = p_lightmap_instance;
- ginstance->lightmap_uv_scale = p_lightmap_uv_scale;
- ginstance->lightmap_slice_index = p_lightmap_slice_index;
- _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardMobile::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
+void RenderForwardMobile::GeometryInstanceForwardMobile::set_lightmap_capture(const Color *p_sh9) {
if (p_sh9) {
- if (ginstance->lightmap_sh == nullptr) {
- ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
+ if (lightmap_sh == nullptr) {
+ lightmap_sh = RenderForwardMobile::get_singleton()->geometry_instance_lightmap_sh.alloc();
}
- memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
} else {
- if (ginstance->lightmap_sh != nullptr) {
- geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
- ginstance->lightmap_sh = nullptr;
+ if (lightmap_sh != nullptr) {
+ RenderForwardMobile::get_singleton()->geometry_instance_lightmap_sh.free(lightmap_sh);
+ lightmap_sh = nullptr;
}
}
- _geometry_instance_mark_dirty(ginstance);
-}
-
-void RenderForwardMobile::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
- ginstance->shader_parameters_offset = p_offset;
- _geometry_instance_mark_dirty(ginstance);
+ _mark_dirty();
}
-void RenderForwardMobile::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->data->cast_double_sided_shadows = p_enable;
- _geometry_instance_mark_dirty(ginstance);
-}
-
-Transform3D RenderForwardMobile::geometry_instance_get_transform(GeometryInstance *p_instance) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance);
- ERR_FAIL_COND_V(!ginstance, Transform3D());
- return ginstance->transform;
-}
-
-AABB RenderForwardMobile::geometry_instance_get_aabb(GeometryInstance *p_instance) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance);
- ERR_FAIL_COND_V(!ginstance, AABB());
- return ginstance->data->aabb;
-}
-
-void RenderForwardMobile::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+void RenderForwardMobile::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) {
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
if (ginstance->lightmap_sh != nullptr) {
@@ -2219,26 +2115,23 @@ uint32_t RenderForwardMobile::geometry_instance_get_pair_mask() {
return ((1 << RS::INSTANCE_LIGHT) + (1 << RS::INSTANCE_REFLECTION_PROBE) + (1 << RS::INSTANCE_DECAL));
}
-void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->omni_light_count = 0;
- ginstance->spot_light_count = 0;
+void RenderForwardMobile::GeometryInstanceForwardMobile::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) {
+ omni_light_count = 0;
+ spot_light_count = 0;
for (uint32_t i = 0; i < p_light_instance_count; i++) {
- RS::LightType type = light_instance_get_type(p_light_instances[i]);
+ RS::LightType type = RenderForwardMobile::get_singleton()->light_instance_get_type(p_light_instances[i]);
switch (type) {
case RS::LIGHT_OMNI: {
- if (ginstance->omni_light_count < (uint32_t)MAX_RDL_CULL) {
- ginstance->omni_lights[ginstance->omni_light_count] = light_instance_get_forward_id(p_light_instances[i]);
- ginstance->omni_light_count++;
+ if (omni_light_count < (uint32_t)MAX_RDL_CULL) {
+ omni_lights[omni_light_count] = RenderForwardMobile::get_singleton()->light_instance_get_forward_id(p_light_instances[i]);
+ omni_light_count++;
}
} break;
case RS::LIGHT_SPOT: {
- if (ginstance->spot_light_count < (uint32_t)MAX_RDL_CULL) {
- ginstance->spot_lights[ginstance->spot_light_count] = light_instance_get_forward_id(p_light_instances[i]);
- ginstance->spot_light_count++;
+ if (spot_light_count < (uint32_t)MAX_RDL_CULL) {
+ spot_lights[spot_light_count] = RenderForwardMobile::get_singleton()->light_instance_get_forward_id(p_light_instances[i]);
+ spot_light_count++;
}
} break;
default:
@@ -2247,56 +2140,42 @@ void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstanc
}
}
-void RenderForwardMobile::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL;
- for (uint32_t i = 0; i < ginstance->reflection_probe_count; i++) {
- ginstance->reflection_probes[i] = reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]);
+void RenderForwardMobile::GeometryInstanceForwardMobile::pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
+ reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < reflection_probe_count; i++) {
+ reflection_probes[i] = RenderForwardMobile::get_singleton()->reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]);
}
}
-void RenderForwardMobile::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL;
- for (uint32_t i = 0; i < ginstance->decals_count; i++) {
- ginstance->decals[i] = decal_instance_get_forward_id(p_decal_instances[i]);
+void RenderForwardMobile::GeometryInstanceForwardMobile::pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+ decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < decals_count; i++) {
+ decals[i] = RenderForwardMobile::get_singleton()->decal_instance_get_forward_id(p_decal_instances[i]);
}
}
-void RenderForwardMobile::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
- // We do not have this here!
+void RenderForwardMobile::GeometryInstanceForwardMobile::set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) {
+ use_projector = p_projector;
+ use_soft_shadow = p_softshadow;
}
-void RenderForwardMobile::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
-
- ginstance->use_projector = p_projector;
- ginstance->use_soft_shadow = p_softshadow;
-}
-
-void RenderForwardMobile::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
- GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
- if (ginstance->dirty_list_element.in_list()) {
+void RenderForwardMobile::GeometryInstanceForwardMobile::_mark_dirty() {
+ if (dirty_list_element.in_list()) {
return;
}
//clear surface caches
- GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+ GeometryInstanceSurfaceDataCache *surf = surface_caches;
while (surf) {
GeometryInstanceSurfaceDataCache *next = surf->next;
- geometry_instance_surface_alloc.free(surf);
+ RenderForwardMobile::get_singleton()->geometry_instance_surface_alloc.free(surf);
surf = next;
}
- ginstance->surface_caches = nullptr;
+ surface_caches = nullptr;
- geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
+ RenderForwardMobile::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element);
}
void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
@@ -2373,7 +2252,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
sdcache->surface_index = p_surface;
if (ginstance->data->dirty_dependencies) {
- storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
}
//shadow
@@ -2462,7 +2341,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward
}
}
-void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+void RenderForwardMobile::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) {
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
@@ -2609,16 +2488,16 @@ void RenderForwardMobile::_update_dirty_geometry_instances() {
}
}
-void RenderForwardMobile::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+void RenderForwardMobile::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) {
switch (p_notification) {
- case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
- case RendererStorage::DEPENDENCY_CHANGED_MESH:
- case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
- case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
- static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ case Dependency::DEPENDENCY_CHANGED_MATERIAL:
+ case Dependency::DEPENDENCY_CHANGED_MESH:
+ case Dependency::DEPENDENCY_CHANGED_PARTICLES:
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
+ case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
} break;
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata);
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
ginstance->instance_count = RendererRD::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base);
@@ -2629,8 +2508,8 @@ void RenderForwardMobile::_geometry_instance_dependency_changed(RendererStorage:
} break;
}
}
-void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
- static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) {
+ static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
}
/* misc */
@@ -2695,8 +2574,7 @@ void RenderForwardMobile::_update_shader_quality_settings() {
_base_uniforms_changed(); //also need this
}
-RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
- RendererSceneRenderRD(p_storage) {
+RenderForwardMobile::RenderForwardMobile() {
singleton = this;
sky.set_texture_format(_render_buffers_get_color_format());
@@ -2728,7 +2606,7 @@ RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
}
- scene_shader.init(p_storage, defines);
+ scene_shader.init(defines);
// !BAS! maybe we need a mobile version of this setting?
render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 82e6c52c43..4a7112eb81 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -28,14 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
-#define RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+#ifndef RENDER_FORWARD_MOBILE_H
+#define RENDER_FORWARD_MOBILE_H
#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
namespace RendererSceneRenderImplementation {
@@ -131,12 +131,14 @@ protected:
RID depth_msaa;
// RID normal_roughness_buffer_msaa;
+ RID vrs;
+
RID color_fbs[FB_CONFIG_MAX];
int width, height;
uint32_t view_count;
void clear();
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count);
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture);
~RenderBufferDataForwardMobile();
};
@@ -158,7 +160,7 @@ protected:
// PASS_MODE_SDF,
};
- struct GeometryInstanceForwardMobile;
+ class GeometryInstanceForwardMobile;
struct GeometryInstanceSurfaceDataCache;
struct RenderElementInfo;
@@ -210,14 +212,14 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_shadow_begin() override;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
+ virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override;
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
@@ -516,14 +518,8 @@ protected:
GeometryInstanceForwardMobile *owner = nullptr;
};
- // !BAS! GeometryInstanceForwardClustered and GeometryInstanceForwardMobile will likely have a lot of overlap
- // may need to think about making this its own class like GeometryInstanceRD?
-
- struct GeometryInstanceForwardMobile : public GeometryInstance {
- // setup
- uint32_t base_flags = 0;
- uint32_t flags_cache = 0;
-
+ class GeometryInstanceForwardMobile : public RenderGeometryInstanceBase {
+ public:
// this structure maps to our push constant in our shader and is populated right before our draw call
struct PushConstant {
float transform[16];
@@ -541,28 +537,18 @@ protected:
// PushConstant push_constant; // we populate this from our instance data
//used during rendering
- uint32_t layer_mask = 1;
RID transforms_uniform_set;
- float depth = 0;
- bool mirror = false;
bool use_projector = false;
bool use_soft_shadow = false;
- Transform3D transform;
bool store_transform_cache = true; // if true we copy our transform into our PushConstant, if false we use our transforms UBO and clear our PushConstants transform
- bool non_uniform_scale = false;
- AABB transformed_aabb; //needed for LOD
- float lod_bias = 0.0;
- float lod_model_scale = 1.0;
- int32_t shader_parameters_offset = -1;
uint32_t instance_count = 0;
uint32_t trail_steps = 1;
- RID mesh_instance;
// lightmap
uint32_t gi_offset_cache = 0; // !BAS! Should rename this to lightmap_offset_cache, in forward clustered this was shared between gi and lightmap
- uint32_t lightmap_slice_index;
- Rect2 lightmap_uv_scale;
RID lightmap_instance;
+ Rect2 lightmap_uv_scale;
+ uint32_t lightmap_slice_index;
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
// culled light info
@@ -580,30 +566,20 @@ protected:
// do we use this?
SelfList<GeometryInstanceForwardMobile> dirty_list_element;
- struct Data {
- //data used less often goes into regular heap
- RID base;
- RS::InstanceType base_type;
-
- RID skeleton;
- Vector<RID> surface_materials;
- RID material_override;
- RID material_overlay;
- AABB aabb;
-
- bool use_baked_light = true;
- bool cast_double_sided_shadows = false;
- // bool mirror = false; // !BAS! Does not seem used, we already have this in the main struct
+ GeometryInstanceForwardMobile() :
+ dirty_list_element(this) {}
- bool dirty_dependencies = false;
+ virtual void _mark_dirty() override;
- RendererStorage::DependencyTracker dependency_tracker;
- };
+ virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
+ virtual void set_lightmap_capture(const Color *p_sh9) override;
- Data *data = nullptr;
+ virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override;
+ virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
+ virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
+ virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {}
- GeometryInstanceForwardMobile() :
- dirty_list_element(this) {}
+ virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override;
};
_FORCE_INLINE_ void _fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance);
@@ -611,10 +587,12 @@ protected:
void _update_shader_quality_settings() override;
public:
+ static RenderForwardMobile *get_singleton() { return singleton; }
+
virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth) override;
- static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
- static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
SelfList<GeometryInstanceForwardMobile>::List geometry_instance_dirty_list;
@@ -625,41 +603,13 @@ public:
void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
- void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
- void _geometry_instance_update(GeometryInstance *p_geometry_instance);
+ void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
- virtual GeometryInstance *geometry_instance_create(RID p_base) override;
- virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
- virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
- virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) override;
- virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
- virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
- virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
- virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
- virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
- virtual void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override;
- virtual void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override;
- virtual void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override;
- virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
- virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
- virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
- virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
- virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
- virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
-
- virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override;
- virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override;
-
- virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
+ virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override;
+ virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
virtual uint32_t geometry_instance_get_pair_mask() override;
- virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
- virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
- virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
- virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
-
- virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override;
virtual bool free(RID p_rid) override;
@@ -668,8 +618,9 @@ public:
virtual bool is_volumetric_supported() const override;
virtual uint32_t get_max_elements() const override;
- RenderForwardMobile(RendererStorageRD *p_storage);
+ RenderForwardMobile();
~RenderForwardMobile();
};
} // namespace RendererSceneRenderImplementation
-#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+
+#endif // RENDER_FORWARD_MOBILE_H
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index f66ad529de..ba8ee62b3f 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -39,6 +39,10 @@ using namespace RendererSceneRenderImplementation;
/* ShaderData */
+void SceneShaderForwardMobile::ShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
//compile
@@ -360,7 +364,22 @@ void SceneShaderForwardMobile::ShaderData::get_param_list(List<PropertyInfo> *p_
}
}
+ String last_group;
for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
@@ -466,8 +485,7 @@ SceneShaderForwardMobile::SceneShaderForwardMobile() {
singleton = this;
}
-void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p_defines) {
- storage = p_storage;
+void SceneShaderForwardMobile::init(const String p_defines) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
/* SCENE SHADER */
@@ -566,7 +584,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
- actions.renames["FOG"] = "custom_fog";
+ actions.renames["FOG"] = "fog";
actions.renames["RADIANCE"] = "custom_radiance";
actions.renames["IRRADIANCE"] = "custom_irradiance";
actions.renames["BONE_INDICES"] = "bone_attrib";
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index f325d5c0a5..0dbed0b07a 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -28,11 +28,10 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RSSR_SCENE_SHADER_FM_H
-#define RSSR_SCENE_SHADER_FM_H
+#ifndef SCENE_SHADER_FORWARD_MOBILE_H
+#define SCENE_SHADER_FORWARD_MOBILE_H
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl.gen.h"
namespace RendererSceneRenderImplementation {
@@ -40,7 +39,6 @@ namespace RendererSceneRenderImplementation {
class SceneShaderForwardMobile {
private:
static SceneShaderForwardMobile *singleton;
- RendererStorageRD *storage = nullptr;
public:
enum ShaderVersion {
@@ -141,6 +139,8 @@ public:
uint32_t index = 0;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_path);
+
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -207,9 +207,10 @@ public:
Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
- void init(RendererStorageRD *p_storage, const String p_defines);
+ void init(const String p_defines);
void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
};
} // namespace RendererSceneRenderImplementation
-#endif // !RSSR_SCENE_SHADER_FM_H
+
+#endif // SCENE_SHADER_FORWARD_MOBILE_H
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h
index ad83fc76b7..882e459bcd 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.h
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h
@@ -97,4 +97,4 @@ public:
~PipelineCacheRD();
};
-#endif // RENDER_PIPELINE_CACHE_RD_H
+#endif // PIPELINE_CACHE_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 3c2f3f8a42..b499c17e08 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -528,7 +528,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
}
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
- dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
+ push_constant.flags |= FLAGS_TRANSPOSE_RECT;
}
if (rect->flags & CANVAS_RECT_CLIP_UV) {
@@ -1304,7 +1304,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
Transform3D screen_transform;
- screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
+ screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
@@ -1581,9 +1581,10 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
+ RD::InitialAction initial_action = i == 0 ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE;
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, initial_action, i != 3 ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, initial_action, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
- CameraMatrix projection;
+ Projection projection;
{
real_t fov = 90;
real_t nearp = p_near;
@@ -1599,7 +1600,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
}
Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
- projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+ projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -1670,11 +1671,11 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
cc.push_back(Color(1, 1, 1, 1));
Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
- CameraMatrix projection;
+ Projection projection;
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
- projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
+ projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -1742,7 +1743,7 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
- CameraMatrix projection;
+ Projection projection;
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -1967,6 +1968,10 @@ void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::
oc->cull_mode = p_mode;
}
+void RendererCanvasRenderRD::CanvasShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
//compile
@@ -2180,7 +2185,22 @@ void RendererCanvasRenderRD::CanvasShaderData::get_param_list(List<PropertyInfo>
}
}
+ String last_group;
for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
@@ -2270,10 +2290,9 @@ void RendererCanvasRenderRD::set_time(double p_time) {
void RendererCanvasRenderRD::update() {
}
-RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
+RendererCanvasRenderRD::RendererCanvasRenderRD() {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- storage = p_storage;
{ //create default samplers
@@ -2432,6 +2451,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
+ actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 04881ce7e6..1c0567b677 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -28,21 +28,19 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_CANVAS_RENDER_RD_H
-#define RENDERING_SERVER_CANVAS_RENDER_RD_H
+#ifndef RENDERER_CANVAS_RENDER_RD_H
+#define RENDERER_CANVAS_RENDER_RD_H
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/shader_compiler.h"
class RendererCanvasRenderRD : public RendererCanvasRender {
- RendererStorageRD *storage = nullptr;
-
enum {
BASE_UNIFORM_SET = 0,
MATERIAL_UNIFORM_SET = 1,
@@ -180,6 +178,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
bool uses_time = false;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_path);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -462,8 +461,8 @@ public:
void set_time(double p_time);
void update();
bool free(RID p_rid);
- RendererCanvasRenderRD(RendererStorageRD *p_storage);
+ RendererCanvasRenderRD();
~RendererCanvasRenderRD();
};
-#endif // RASTERIZER_CANVAS_RD_H
+#endif // RENDERER_CANVAS_RENDER_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 759b8690eb..a61172c8f5 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -154,12 +154,14 @@ uint64_t RendererCompositorRD::frame = 1;
void RendererCompositorRD::finalize() {
memdelete(scene);
memdelete(canvas);
- memdelete(storage);
+ memdelete(effects);
+ memdelete(fog);
memdelete(particles_storage);
memdelete(light_storage);
memdelete(mesh_storage);
memdelete(material_storage);
memdelete(texture_storage);
+ memdelete(utilities);
//only need to erase these, the rest are erased by cascade
blit.shader.version_free(blit.shader_version);
@@ -287,28 +289,29 @@ RendererCompositorRD::RendererCompositorRD() {
singleton = this;
+ utilities = memnew(RendererRD::Utilities);
texture_storage = memnew(RendererRD::TextureStorage);
material_storage = memnew(RendererRD::MaterialStorage);
mesh_storage = memnew(RendererRD::MeshStorage);
light_storage = memnew(RendererRD::LightStorage);
particles_storage = memnew(RendererRD::ParticlesStorage);
- storage = memnew(RendererStorageRD);
- canvas = memnew(RendererCanvasRenderRD(storage));
+ fog = memnew(RendererRD::Fog);
+ canvas = memnew(RendererCanvasRenderRD());
back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end");
uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
if (back_end || textures_per_stage < 48) {
- scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
+ scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
} else { // back_end == false
// default to our high end renderer
- scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
+ scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
}
scene->init();
// now we're ready to create our effects,
- storage->init_effects(!scene->_render_buffers_can_be_storage());
+ effects = memnew(EffectsRD(!scene->_render_buffers_can_be_storage()));
}
RendererCompositorRD::~RendererCompositorRD() {
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 12bcfc4684..564c26bfe4 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -28,34 +28,37 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_COMPOSITOR_RD_H
-#define RENDERING_SERVER_COMPOSITOR_RD_H
+#ifndef RENDERER_COMPOSITOR_RD_H
+#define RENDERER_COMPOSITOR_RD_H
#include "core/os/os.h"
-#include "core/templates/thread_work_pool.h"
#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/effects_rd.h"
+#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
class RendererCompositorRD : public RendererCompositor {
protected:
UniformSetCacheRD *uniform_set_cache = nullptr;
RendererCanvasRenderRD *canvas = nullptr;
+ RendererRD::Utilities *utilities = nullptr;
RendererRD::LightStorage *light_storage = nullptr;
RendererRD::MaterialStorage *material_storage = nullptr;
RendererRD::MeshStorage *mesh_storage = nullptr;
RendererRD::ParticlesStorage *particles_storage = nullptr;
RendererRD::TextureStorage *texture_storage = nullptr;
- RendererStorageRD *storage = nullptr;
+ RendererRD::Fog *fog = nullptr;
+ EffectsRD *effects = nullptr;
RendererSceneRenderRD *scene = nullptr;
enum BlitMode {
@@ -98,6 +101,7 @@ protected:
static uint64_t frame;
public:
+ RendererUtilities *get_utilities() { return utilities; };
RendererLightStorage *get_light_storage() { return light_storage; }
RendererMaterialStorage *get_material_storage() { return material_storage; }
RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
@@ -107,7 +111,8 @@ public:
ERR_FAIL_NULL_V(scene, nullptr);
return scene->get_gi();
}
- RendererStorage *get_storage() { return storage; }
+ RendererFog *get_fog() { return fog; }
+ EffectsRD *get_effects() { return effects; }
RendererCanvasRender *get_canvas() { return canvas; }
RendererSceneRender *get_scene() { return scene; }
@@ -142,4 +147,5 @@ public:
RendererCompositorRD();
~RendererCompositorRD();
};
-#endif // RASTERIZER_RD_H
+
+#endif // RENDERER_COMPOSITOR_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
index 4e170b8cfb..d9f78b3bc3 100644
--- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
-#define RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
+#ifndef RENDERER_SCENE_ENVIRONMENT_RD_H
+#define RENDERER_SCENE_ENVIRONMENT_RD_H
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
@@ -164,4 +164,4 @@ public:
void set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
};
-#endif /* !RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H */
+#endif // RENDERER_SCENE_ENVIRONMENT_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index eb4bc3d535..4e43acaf57 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -33,6 +33,7 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
@@ -534,7 +535,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
return panorama;
} else {
const float bg_energy = env->bg_energy;
- Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? storage->get_default_clear_color() : env->bg_color);
+ Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : env->bg_color);
panorama_color = panorama_color.srgb_to_linear();
panorama_color.r *= bg_energy;
panorama_color.g *= bg_energy;
@@ -557,29 +558,28 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
////////////////////////////////////////////////////////////
RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
- FogVolumeInstance fvi;
- fvi.volume = p_fog_volume;
- return fog_volume_instance_owner.make_rid(fvi);
+ return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
}
+
void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
- FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
ERR_FAIL_COND(!fvi);
fvi->transform = p_transform;
}
void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
- FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
ERR_FAIL_COND(!fvi);
fvi->active = p_active;
}
RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
- FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
ERR_FAIL_COND_V(!fvi, RID());
return fvi->volume;
}
Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
- FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
ERR_FAIL_COND_V(!fvi, Vector3());
return fvi->transform.get_origin();
@@ -759,7 +759,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
}
atlas->reflections.resize(atlas->count);
for (int i = 0; i < atlas->count; i++) {
- atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
+ atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
for (int j = 0; j < 6; j++) {
atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
}
@@ -829,7 +829,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins
if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
// Using real time reflections, all roughness is done in one step
- atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(false);
rpi->rendering = false;
rpi->processing_side = 0;
rpi->processing_layer = 1;
@@ -837,7 +837,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins
}
if (rpi->processing_layer > 1) {
- atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
rpi->processing_layer++;
if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
rpi->rendering = false;
@@ -848,7 +848,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins
return false;
} else {
- atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
}
rpi->processing_side++;
@@ -1429,7 +1429,7 @@ void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const
light_instance->aabb = p_aabb;
}
-void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
+void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -1525,7 +1525,7 @@ bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
return gi.voxel_gi_needs_update(p_probe);
}
-void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
+void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
if (!is_dynamic_gi_supported()) {
return;
}
@@ -1533,7 +1533,7 @@ void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_ins
gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
}
-void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
+void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -1826,6 +1826,16 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->sss_texture = RID();
}
+ if (rb->vrs_fb.is_valid()) {
+ RD::get_singleton()->free(rb->vrs_fb);
+ rb->vrs_fb = RID();
+ }
+
+ if (rb->vrs_texture.is_valid()) {
+ RD::get_singleton()->free(rb->vrs_texture);
+ rb->vrs_texture = RID();
+ }
+
for (int i = 0; i < 2; i++) {
for (int l = 0; l < rb->blur[i].layers.size(); l++) {
for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) {
@@ -1880,60 +1890,9 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->ss_effects.linear_depth_slices.clear();
}
- if (rb->ss_effects.ssao.ao_final.is_valid()) {
- RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
- RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
- RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
-
- RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
- RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
-
- rb->ss_effects.ssao.ao_deinterleaved = RID();
- rb->ss_effects.ssao.ao_pong = RID();
- rb->ss_effects.ssao.ao_final = RID();
- rb->ss_effects.ssao.importance_map[0] = RID();
- rb->ss_effects.ssao.importance_map[1] = RID();
-
- rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
- rb->ss_effects.ssao.ao_pong_slices.clear();
- }
-
- if (rb->ss_effects.ssil.ssil_final.is_valid()) {
- RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
- RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
- RD::get_singleton()->free(rb->ss_effects.ssil.pong);
- RD::get_singleton()->free(rb->ss_effects.ssil.edges);
- RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
- RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
-
- rb->ss_effects.ssil.ssil_final = RID();
- rb->ss_effects.ssil.deinterleaved = RID();
- rb->ss_effects.ssil.pong = RID();
- rb->ss_effects.ssil.edges = RID();
- rb->ss_effects.ssil.deinterleaved_slices.clear();
- rb->ss_effects.ssil.pong_slices.clear();
- rb->ss_effects.ssil.edges_slices.clear();
- rb->ss_effects.ssil.importance_map[0] = RID();
- rb->ss_effects.ssil.importance_map[1] = RID();
-
- RD::get_singleton()->free(rb->ss_effects.last_frame);
- rb->ss_effects.last_frame = RID();
- rb->ss_effects.last_frame_slices.clear();
- }
-
- if (rb->ssr.blur_radius[0].is_valid()) {
- RD::get_singleton()->free(rb->ssr.blur_radius[0]);
- RD::get_singleton()->free(rb->ssr.blur_radius[1]);
- rb->ssr.blur_radius[0] = RID();
- rb->ssr.blur_radius[1] = RID();
- }
-
- if (rb->ssr.depth_scaled.is_valid()) {
- RD::get_singleton()->free(rb->ssr.depth_scaled);
- rb->ssr.depth_scaled = RID();
- RD::get_singleton()->free(rb->ssr.normal_scaled);
- rb->ssr.normal_scaled = RID();
- }
+ ss_effects->ssao_free(rb->ss_effects.ssao);
+ ss_effects->ssil_free(rb->ss_effects.ssil);
+ ss_effects->ssr_free(rb->ssr);
if (rb->taa.history.is_valid()) {
RD::get_singleton()->free(rb->taa.history);
@@ -1953,7 +1912,7 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->rbgi.free();
}
-void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
+void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const Projection &p_camera) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -1968,10 +1927,12 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri
_allocate_blur_textures(rb);
}
- storage->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality);
+ RendererCompositorRD::singleton->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality);
}
-void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
+void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) {
+ ERR_FAIL_NULL(ss_effects);
+
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -1979,7 +1940,7 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
if (!can_use_effects) {
//just copy
- storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID());
+ copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID(), rb->view_count);
return;
}
@@ -1988,42 +1949,23 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
ERR_FAIL_COND(!env->ssr_enabled);
- if (rb->ssr.depth_scaled.is_null()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = rb->internal_width / 2;
- tf.height = rb->internal_height / 2;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
-
- rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = rb->internal_width / 2;
- tf.height = rb->internal_height / 2;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ Size2i half_size = Size2i(rb->internal_width / 2, rb->internal_height / 2);
+ if (rb->ssr.output.is_null()) {
+ ss_effects->ssr_allocate_buffers(rb->ssr, _render_buffers_get_color_format(), ssr_roughness_quality, half_size, rb->view_count);
}
-
- if (rb->blur[0].texture.is_null()) {
- _allocate_blur_textures(rb);
+ RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS];
+ RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS];
+ for (uint32_t v = 0; v < rb->view_count; v++) {
+ texture_slices[v] = rb->views[v].view_texture;
+ depth_slices[v] = rb->views[v].view_depth;
}
-
- storage->get_effects()->screen_space_reflection(rb->internal_texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].layers[0].mipmaps[1].texture, rb->blur[1].layers[0].mipmaps[0].texture, Size2i(rb->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
- storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].layers[0].mipmaps[1].texture);
+ ss_effects->screen_space_reflection(rb->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, p_metallic_mask, depth_slices, half_size, env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, rb->view_count, p_projections, p_eye_offsets);
+ copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->ssr.output, rb->view_count);
}
-void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
+void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) {
+ ERR_FAIL_NULL(ss_effects);
+
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -2032,102 +1974,7 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
RENDER_TIMESTAMP("Process SSAO");
- if (rb->ss_effects.ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
- RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
- RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
- RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
-
- RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
- RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
-
- rb->ss_effects.ssao.ao_deinterleaved = RID();
- rb->ss_effects.ssao.ao_pong = RID();
- rb->ss_effects.ssao.ao_final = RID();
- rb->ss_effects.ssao.importance_map[0] = RID();
- rb->ss_effects.ssao.importance_map[1] = RID();
- rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
- rb->ss_effects.ssao.ao_pong_slices.clear();
- }
-
- int buffer_width;
- int buffer_height;
- int half_width;
- int half_height;
- if (ssao_half_size) {
- buffer_width = (rb->internal_width + 3) / 4;
- buffer_height = (rb->internal_height + 3) / 4;
- half_width = (rb->internal_width + 7) / 8;
- half_height = (rb->internal_height + 7) / 8;
- } else {
- buffer_width = (rb->internal_width + 1) / 2;
- buffer_height = (rb->internal_height + 1) / 2;
- half_width = (rb->internal_width + 3) / 4;
- half_height = (rb->internal_height + 3) / 4;
- }
- bool uniform_sets_are_invalid = false;
- if (rb->ss_effects.ssao.ao_deinterleaved.is_null()) {
- {
- rb->ss_effects.ssao.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8_UNORM;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = buffer_width;
- tf.height = buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ss_effects.ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_deinterleaved, "SSAO De-interleaved Array");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_deinterleaved, i, 0);
- rb->ss_effects.ssao.ao_deinterleaved_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
- }
- }
-
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8_UNORM;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = buffer_width;
- tf.height = buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ss_effects.ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_pong, "SSAO De-interleaved Array Pong");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_pong, i, 0);
- rb->ss_effects.ssao.ao_pong_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
- }
- }
-
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = half_width;
- tf.height = half_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ss_effects.ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[0], "SSAO Importance Map");
- rb->ss_effects.ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[1], "SSAO Importance Map Pong");
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = rb->internal_width;
- tf.height = rb->internal_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ss_effects.ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_final, "SSAO Final");
- }
- ssao_using_half_size = ssao_half_size;
- uniform_sets_are_invalid = true;
- }
-
- EffectsRD::SSAOSettings settings;
+ RendererRD::SSEffects::SSAOSettings settings;
settings.radius = env->ssao_radius;
settings.intensity = env->ssao_intensity;
settings.power = env->ssao_power;
@@ -2142,13 +1989,14 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
settings.fadeout_from = ssao_fadeout_from;
settings.fadeout_to = ssao_fadeout_to;
settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height);
- settings.half_screen_size = Size2i(buffer_width, buffer_height);
- settings.quarter_screen_size = Size2i(half_width, half_height);
- storage->get_effects()->generate_ssao(p_normal_buffer, rb->ss_effects.ssao.depth_texture_view, rb->ss_effects.ssao.ao_deinterleaved, rb->ss_effects.ssao.ao_deinterleaved_slices, rb->ss_effects.ssao.ao_pong, rb->ss_effects.ssao.ao_pong_slices, rb->ss_effects.ssao.ao_final, rb->ss_effects.ssao.importance_map[0], rb->ss_effects.ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssao.gather_uniform_set, rb->ss_effects.ssao.importance_map_uniform_set);
+ ss_effects->ssao_allocate_buffers(rb->ss_effects.ssao, settings, rb->ss_effects.linear_depth);
+ ss_effects->generate_ssao(rb->ss_effects.ssao, p_normal_buffer, p_projection, settings);
}
-void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) {
+void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) {
+ ERR_FAIL_NULL(ss_effects);
+
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -2157,133 +2005,7 @@ void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environmen
RENDER_TIMESTAMP("Process SSIL");
- if (rb->ss_effects.ssil.ssil_final.is_valid() && ssil_using_half_size != ssil_half_size) {
- RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
- RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
- RD::get_singleton()->free(rb->ss_effects.ssil.pong);
- RD::get_singleton()->free(rb->ss_effects.ssil.edges);
- RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
- RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
-
- rb->ss_effects.ssil.ssil_final = RID();
- rb->ss_effects.ssil.deinterleaved = RID();
- rb->ss_effects.ssil.pong = RID();
- rb->ss_effects.ssil.edges = RID();
- rb->ss_effects.ssil.deinterleaved_slices.clear();
- rb->ss_effects.ssil.pong_slices.clear();
- rb->ss_effects.ssil.edges_slices.clear();
- rb->ss_effects.ssil.importance_map[0] = RID();
- rb->ss_effects.ssil.importance_map[1] = RID();
- }
-
- int buffer_width;
- int buffer_height;
- int half_width;
- int half_height;
- if (ssil_half_size) {
- buffer_width = (rb->width + 3) / 4;
- buffer_height = (rb->height + 3) / 4;
- half_width = (rb->width + 7) / 8;
- half_height = (rb->height + 7) / 8;
- } else {
- buffer_width = (rb->width + 1) / 2;
- buffer_height = (rb->height + 1) / 2;
- half_width = (rb->width + 3) / 4;
- half_height = (rb->height + 3) / 4;
- }
- bool uniform_sets_are_invalid = false;
- if (rb->ss_effects.ssil.ssil_final.is_null()) {
- {
- rb->ss_effects.ssil.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = rb->width;
- tf.height = rb->height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- rb->ss_effects.ssil.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.ssil_final, "SSIL texture");
- RD::get_singleton()->texture_clear(rb->ss_effects.ssil.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
- if (rb->ss_effects.last_frame.is_null()) {
- tf.mipmaps = 6;
- rb->ss_effects.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.last_frame, "Last Frame Radiance");
- RD::get_singleton()->texture_clear(rb->ss_effects.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
- for (uint32_t i = 0; i < 6; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.last_frame, 0, i);
- rb->ss_effects.last_frame_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
- }
- }
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = buffer_width;
- tf.height = buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ss_effects.ssil.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.deinterleaved, "SSIL deinterleaved buffer");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.deinterleaved, i, 0);
- rb->ss_effects.ssil.deinterleaved_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
- }
- }
-
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = buffer_width;
- tf.height = buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ss_effects.ssil.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.pong, "SSIL deinterleaved pong buffer");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.pong, i, 0);
- rb->ss_effects.ssil.pong_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
- }
- }
-
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = buffer_width;
- tf.height = buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ss_effects.ssil.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.edges, "SSIL edges buffer");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.edges, i, 0);
- rb->ss_effects.ssil.edges_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
- }
- }
-
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = half_width;
- tf.height = half_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ss_effects.ssil.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[0], "SSIL Importance Map");
- rb->ss_effects.ssil.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[1], "SSIL Importance Map Pong");
- }
- uniform_sets_are_invalid = true;
- ssil_using_half_size = ssil_half_size;
- }
-
- EffectsRD::SSILSettings settings;
+ RendererRD::SSEffects::SSILSettings settings;
settings.radius = env->ssil_radius;
settings.intensity = env->ssil_intensity;
settings.sharpness = env->ssil_sharpness;
@@ -2296,17 +2018,16 @@ void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environmen
settings.fadeout_from = ssil_fadeout_from;
settings.fadeout_to = ssil_fadeout_to;
settings.full_screen_size = Size2i(rb->width, rb->height);
- settings.half_screen_size = Size2i(buffer_width, buffer_height);
- settings.quarter_screen_size = Size2i(half_width, half_height);
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_projection;
+ Projection projection = correction * p_projection;
Transform3D transform = p_transform;
transform.set_origin(Vector3(0.0, 0.0, 0.0));
- CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse();
+ Projection last_frame_projection = rb->ss_effects.last_frame_projection * Projection(rb->ss_effects.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse();
- storage->get_effects()->screen_space_indirect_lighting(rb->ss_effects.last_frame, rb->ss_effects.ssil.ssil_final, p_normal_buffer, rb->ss_effects.ssil.depth_texture_view, rb->ss_effects.ssil.deinterleaved, rb->ss_effects.ssil.deinterleaved_slices, rb->ss_effects.ssil.pong, rb->ss_effects.ssil.pong_slices, rb->ss_effects.ssil.importance_map[0], rb->ss_effects.ssil.importance_map[1], rb->ss_effects.ssil.edges, rb->ss_effects.ssil.edges_slices, p_projection, last_frame_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssil.gather_uniform_set, rb->ss_effects.ssil.importance_map_uniform_set, rb->ss_effects.ssil.projection_uniform_set);
+ ss_effects->ssil_allocate_buffers(rb->ss_effects.ssil, settings, rb->ss_effects.linear_depth);
+ ss_effects->screen_space_indirect_lighting(rb->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings);
rb->ss_effects.last_frame_projection = projection;
rb->ss_effects.last_frame_transform = transform;
}
@@ -2315,15 +2036,15 @@ void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
- if (rb->ss_effects.last_frame.is_valid()) {
- copy_effects->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
+ if (rb->ss_effects.ssil.last_frame.is_valid()) {
+ copy_effects->copy_to_rect(rb->texture, rb->ss_effects.ssil.last_frame, Rect2i(0, 0, rb->width, rb->height));
int width = rb->width;
int height = rb->height;
- for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) {
+ for (int i = 0; i < rb->ss_effects.ssil.last_frame_slices.size() - 1; i++) {
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
- copy_effects->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
+ copy_effects->make_mipmap(rb->ss_effects.ssil.last_frame_slices[i], rb->ss_effects.ssil.last_frame_slices[i + 1], Size2i(width, height));
}
}
}
@@ -2354,7 +2075,7 @@ void RendererSceneRenderRD::_process_taa(RID p_render_buffers, RID p_velocity_bu
RD::get_singleton()->draw_command_begin_label("TAA");
if (!just_allocated) {
- storage->get_effects()->taa_resolve(rb->internal_texture, rb->taa.temp, rb->depth_texture, p_velocity_buffer, rb->taa.prev_velocity, rb->taa.history, Size2(rb->internal_width, rb->internal_height), p_z_near, p_z_far);
+ RendererCompositorRD::singleton->get_effects()->taa_resolve(rb->internal_texture, rb->taa.temp, rb->depth_texture, p_velocity_buffer, rb->taa.prev_velocity, rb->taa.history, Size2(rb->internal_width, rb->internal_height), p_z_near, p_z_far);
copy_effects->copy_to_rect(rb->taa.temp, rb->internal_texture, Rect2(0, 0, rb->internal_width, rb->internal_height));
}
@@ -2492,9 +2213,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
double step = env->auto_exp_speed * time_step;
if (can_use_storage) {
- storage->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
+ RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
} else {
- storage->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
+ RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
}
// Swap final reduce with prev luminance.
SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
@@ -2639,7 +2360,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
- storage->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness);
+ RendererCompositorRD::singleton->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness);
RD::get_singleton()->draw_command_end_label();
}
@@ -3097,7 +2818,7 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
}
if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, (RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
} else {
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
}
@@ -3150,8 +2871,13 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
}
}
+ RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->render_target);
+ if (is_vrs_supported() && vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
+ vrs->create_vrs_texture(p_internal_width, p_internal_height, p_view_count, rb->vrs_texture, rb->vrs_fb);
+ }
+
RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
- rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_use_taa, p_view_count);
+ rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_use_taa, p_view_count, rb->vrs_texture);
if (is_clustered_enabled()) {
rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture);
@@ -3175,7 +2901,7 @@ void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, floa
sss_depth_scale = p_depth_scale;
}
-void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
+void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
if (shadows_quality != p_quality) {
@@ -3222,7 +2948,7 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
_update_shader_quality_settings();
}
-void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
+void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
if (directional_shadow_quality != p_quality) {
@@ -3364,7 +3090,7 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
Transform3D transform = rpi->transform;
Transform3D proj = (p_camera_inverse_transform * transform).inverse();
- RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
+ RendererRD::MaterialStorage::store_transform(proj, reflection_ubo.local_matrix);
if (current_cluster_builder != nullptr) {
current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
@@ -3464,17 +3190,17 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base);
for (int j = 0; j < 4; j++) {
Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
- CameraMatrix matrix = li->shadow_transform[j].camera;
+ Projection matrix = li->shadow_transform[j].camera;
float split = li->shadow_transform[MIN(limit, j)].split;
- CameraMatrix bias;
+ Projection bias;
bias.set_light_bias();
- CameraMatrix rectm;
+ Projection rectm;
rectm.set_light_atlas_rect(atlas_rect);
Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
- CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
+ Projection shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
float bias_scale = li->shadow_transform[j].bias_scale;
light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
@@ -3482,7 +3208,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale;
light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
- RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
+ RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
Vector2 uv_scale = li->shadow_transform[j].uv_scale;
uv_scale *= atlas_rect.size; //adapt to atlas size
@@ -3727,7 +3453,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
if (type == RS::LIGHT_OMNI) {
Transform3D proj = (inverse_transform * light_transform).inverse();
- RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
+ RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix);
if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
// Only enable PCSS-like soft shadows if blurring is enabled.
@@ -3742,16 +3468,16 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.direction[1] = omni_offset.y * float(rect.size.height);
} else if (type == RS::LIGHT_SPOT) {
Transform3D modelview = (inverse_transform * light_transform).inverse();
- CameraMatrix bias;
+ Projection bias;
bias.set_light_bias();
- CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
- RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
+ Projection shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
+ RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix);
if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
- CameraMatrix cm = li->shadow_transform[0].camera;
+ Projection cm = li->shadow_transform[0].camera;
float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
} else {
@@ -3865,7 +3591,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
Transform3D scale_xform;
scale_xform.basis.scale(decal_extents);
Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
- RendererStorageRD::store_transform(to_decal_xform, dd.xform);
+ RendererRD::MaterialStorage::store_transform(to_decal_xform, dd.xform);
Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
@@ -3903,7 +3629,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.normal_rect[3] = rect.size.y;
Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
- RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
+ RendererRD::MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform);
} else {
dd.normal_rect[0] = 0;
dd.normal_rect[1] = 0;
@@ -3962,238 +3688,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
////////////////////////////////////////////////////////////////////////////////
// FOG SHADER
-void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
- //compile
-
- code = p_code;
- valid = false;
- ubo_size = 0;
- uniforms.clear();
-
- if (code.is_empty()) {
- return; //just invalid, but no error
- }
-
- ShaderCompiler::GeneratedCode gen_code;
- ShaderCompiler::IdentifierActions actions;
- actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
-
- uses_time = false;
-
- actions.usage_flag_pointers["TIME"] = &uses_time;
-
- actions.uniforms = &uniforms;
-
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
-
- Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
- ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
-
- if (version.is_null()) {
- version = scene_singleton->volumetric_fog.shader.version_create();
- }
-
- scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
- ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version));
-
- ubo_size = gen_code.uniform_total_size;
- ubo_offsets = gen_code.uniform_offsets;
- texture_uniforms = gen_code.texture_uniforms;
-
- pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0));
-
- valid = true;
-}
-
-void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
- if (!p_texture.is_valid()) {
- if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
- default_texture_params[p_name].erase(p_index);
-
- if (default_texture_params[p_name].is_empty()) {
- default_texture_params.erase(p_name);
- }
- }
- } else {
- if (!default_texture_params.has(p_name)) {
- default_texture_params[p_name] = HashMap<int, RID>();
- }
- default_texture_params[p_name][p_index] = p_texture;
- }
-}
-
-void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- RBMap<int, StringName> order;
-
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- if (E.value.texture_order >= 0) {
- order[E.value.texture_order + 100000] = E.key;
- } else {
- order[E.value.order] = E.key;
- }
- }
-
- for (const KeyValue<int, StringName> &E : order) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
- pi.name = E.value;
- p_param_list->push_back(pi);
- }
-}
-
-void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- RendererMaterialStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E.value);
- p.info.name = E.key; //supply name
- p.index = E.value.instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
- p_param_list->push_back(p);
- }
-}
-
-bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
-bool RendererSceneRenderRD::FogShaderData::is_animated() const {
- return false;
-}
-
-bool RendererSceneRenderRD::FogShaderData::casts_shadows() const {
- return false;
-}
-
-Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
- if (uniforms.has(p_parameter)) {
- ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
- Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
- }
- return Variant();
-}
-
-RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
-
- return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
-}
-
-RendererSceneRenderRD::FogShaderData::~FogShaderData() {
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
- ERR_FAIL_COND(!scene_singleton);
- //pipeline variants will clear themselves if shader is gone
- if (version.is_valid()) {
- scene_singleton->volumetric_fog.shader.version_free(version);
- }
-}
-
-////////////////////////////////////////////////////////////////////////////////
-// Fog material
-
-bool RendererSceneRenderRD::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
-
- uniform_set_updated = true;
-
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
-}
-
-RendererSceneRenderRD::FogMaterialData::~FogMaterialData() {
- free_parameters_uniform_set(uniform_set);
-}
-
-RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() {
- FogShaderData *shader_data = memnew(FogShaderData);
- return shader_data;
-}
-
-RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() {
- return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func();
-};
-
-RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
- FogMaterialData *material_data = memnew(FogMaterialData);
- material_data->shader_data = p_shader;
- //update will happen later anyway so do nothing.
- return material_data;
-}
-
-RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) {
- return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
-};
-
-////////////////////////////////////////////////////////////////////////////////
-// Volumetric Fog
-
-void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
- ERR_FAIL_COND(!rb->volumetric_fog);
-
- RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
- RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
- RD::get_singleton()->free(rb->volumetric_fog->fog_map);
- RD::get_singleton()->free(rb->volumetric_fog->density_map);
- RD::get_singleton()->free(rb->volumetric_fog->light_map);
- RD::get_singleton()->free(rb->volumetric_fog->emissive_map);
-
- if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
- }
- if (rb->volumetric_fog->process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set_density)) {
- RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set_density);
- }
- if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
- }
- if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) {
- RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
- }
- if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
- }
- if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
- }
-
- memdelete(rb->volumetric_fog);
-
- rb->volumetric_fog = nullptr;
-}
-
-Vector3i RendererSceneRenderRD::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
- Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
- view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
- Vector3 fog_position = Vector3(0, 0, 0);
-
- view_position.y = -view_position.y;
- fog_position.z = -view_position.z / fog_end;
- fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
- fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
- fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
- fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
-
- fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
- fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
- fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
-
- return Vector3i(fog_position);
-}
-
-void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
- RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
-
+void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -4206,7 +3701,8 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
if (rb->volumetric_fog) {
//validate
if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
- _volumetric_fog_erase(rb);
+ memdelete(rb->volumetric_fog);
+ rb->volumetric_fog = nullptr;
}
}
@@ -4215,684 +3711,38 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
return;
}
- RENDER_TIMESTAMP("> Volumetric Fog");
- RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
-
if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
//required volumetric fog but not existing, create
- rb->volumetric_fog = memnew(VolumetricFog);
- rb->volumetric_fog->width = target_width;
- rb->volumetric_fog->height = target_height;
- rb->volumetric_fog->depth = volumetric_fog_depth;
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = target_width;
- tf.height = target_height;
- tf.depth = volumetric_fog_depth;
- tf.texture_type = RD::TEXTURE_TYPE_3D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
-
- rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map");
-
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
-
- rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map");
- RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
-
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
-
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
- Vector<uint8_t> dm;
- dm.resize(target_width * target_height * volumetric_fog_depth * 4);
- dm.fill(0);
-
- rb->volumetric_fog->density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
- rb->volumetric_fog->light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
- rb->volumetric_fog->emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
-#else
- tf.format = RD::DATA_FORMAT_R32_UINT;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
- RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
- rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
- RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
- rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
- RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
-#endif
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.append_id(rb->volumetric_fog->fog_map);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
- }
-
- if (p_fog_volumes.size() > 0) {
- RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
-
- RENDER_TIMESTAMP("Render FogVolumes");
-
- VolumetricFogShader::VolumeUBO params;
-
- Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
- Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
- float z_near = p_cam_projection.get_z_near();
- float z_far = p_cam_projection.get_z_far();
- float fog_end = env->volumetric_fog_length;
-
- Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
- Vector2 fog_near_size;
- if (p_cam_projection.is_orthogonal()) {
- fog_near_size = fog_far_size;
- } else {
- fog_near_size = Vector2();
- }
-
- params.fog_frustum_size_begin[0] = fog_near_size.x;
- params.fog_frustum_size_begin[1] = fog_near_size.y;
-
- params.fog_frustum_size_end[0] = fog_far_size.x;
- params.fog_frustum_size_end[1] = fog_far_size.y;
-
- params.fog_frustum_end = fog_end;
- params.z_near = z_near;
- params.z_far = z_far;
- params.time = time;
-
- params.fog_volume_size[0] = rb->volumetric_fog->width;
- params.fog_volume_size[1] = rb->volumetric_fog->height;
- params.fog_volume_size[2] = rb->volumetric_fog->depth;
-
- params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
- params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
- params.detail_spread = env->volumetric_fog_detail_spread;
- params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
-
- Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
- storage->store_transform(to_prev_cam_view, params.to_prev_view);
- storage->store_transform(p_cam_transform, params.transform);
-
- RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
-
- if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 1;
- u.append_id(rb->volumetric_fog->emissive_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.append_id(volumetric_fog.volume_ubo);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 3;
- u.append_id(rb->volumetric_fog->density_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 4;
- u.append_id(rb->volumetric_fog->light_map);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
- }
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- bool any_uses_time = false;
-
- for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
- FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
- ERR_FAIL_COND(!fog_volume_instance);
- RID fog_volume = fog_volume_instance->volume;
-
- RID fog_material = storage->fog_volume_get_material(fog_volume);
-
- FogMaterialData *material = nullptr;
-
- if (fog_material.is_valid()) {
- material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- fog_material = volumetric_fog.default_material;
- material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
- }
-
- ERR_FAIL_COND(!material);
-
- FogShaderData *shader_data = material->shader_data;
-
- ERR_FAIL_COND(!shader_data);
-
- any_uses_time |= shader_data->uses_time;
-
- Vector3i min = Vector3i();
- Vector3i max = Vector3i();
- Vector3i kernel_size = Vector3i();
-
- Vector3 position = fog_volume_instance->transform.get_origin();
- RS::FogVolumeShape volume_type = storage->fog_volume_get_shape(fog_volume);
- Vector3 extents = storage->fog_volume_get_extents(fog_volume);
-
- if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
- // Local fog volume.
- Vector3i points[8];
- points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
-
- min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1);
- max = Vector3i(1, 1, 1);
-
- for (int j = 0; j < 8; j++) {
- min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
- max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
- }
-
- kernel_size = max - min;
- } else {
- // Volume type global runs on all cells
- extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
- min = Vector3i(0, 0, 0);
- kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth));
- }
-
- if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
- continue;
- }
-
- volumetric_fog.push_constant.position[0] = position.x;
- volumetric_fog.push_constant.position[1] = position.y;
- volumetric_fog.push_constant.position[2] = position.z;
- volumetric_fog.push_constant.extents[0] = extents.x;
- volumetric_fog.push_constant.extents[1] = extents.y;
- volumetric_fog.push_constant.extents[2] = extents.z;
- volumetric_fog.push_constant.corner[0] = min.x;
- volumetric_fog.push_constant.corner[1] = min.y;
- volumetric_fog.push_constant.corner[2] = min.z;
- volumetric_fog.push_constant.shape = uint32_t(storage->fog_volume_get_shape(fog_volume));
- storage->store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
- if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
- }
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
- }
- if (any_uses_time || env->volumetric_fog_temporal_reprojection) {
- RenderingServerDefault::redraw_request();
- }
-
- RD::get_singleton()->draw_command_end_label();
-
- RD::get_singleton()->compute_list_end();
- }
-
- if (rb->volumetric_fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set_density)) {
- //re create uniform set if needed
- Vector<RD::Uniform> uniforms;
- Vector<RD::Uniform> copy_uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
- if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
- } else {
- u.append_id(shadow_atlas->depth);
- }
-
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- if (directional_shadow.depth.is_valid()) {
- u.append_id(directional_shadow.depth);
- } else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
- }
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 3;
- u.append_id(get_omni_light_buffer());
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 4;
- u.append_id(get_spot_light_buffer());
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 5;
- u.append_id(get_directional_light_buffer());
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 6;
- u.append_id(rb->cluster_builder->get_cluster_buffer());
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 7;
- u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.append_id(rb->volumetric_fog->light_density_map);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.append_id(rb->volumetric_fog->fog_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.append_id(rb->volumetric_fog->prev_light_density_map);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.append_id(shadow_sampler);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 11;
- u.append_id(render_buffers_get_voxel_gi_buffer(p_render_buffers));
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 12;
- for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
- u.append_id(rb->rbgi.voxel_gi_textures[i]);
- }
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 13;
- u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 14;
- u.append_id(volumetric_fog.params_ubo);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 15;
- u.append_id(rb->volumetric_fog->prev_light_density_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 16;
- u.append_id(rb->volumetric_fog->density_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 17;
- u.append_id(rb->volumetric_fog->light_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 18;
- u.append_id(rb->volumetric_fog->emissive_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 19;
- RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
- RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
- u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
-
- rb->volumetric_fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
-
- RID aux7 = uniforms.write[7].get_id(0);
- RID aux8 = uniforms.write[8].get_id(0);
-
- uniforms.write[7].set_id(0, aux8);
- uniforms.write[8].set_id(0, aux7);
-
- rb->volumetric_fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
-
- uniforms.remove_at(8);
- uniforms.write[7].set_id(0, aux7);
- rb->volumetric_fog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
- }
-
- bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
-
- if (using_sdfgi) {
- if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.append_id(gi.sdfgi_ubo);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- u.append_id(rb->sdfgi->ambient_texture);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- u.append_id(rb->sdfgi->occlusion_texture);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
- }
- }
-
- rb->volumetric_fog->length = env->volumetric_fog_length;
- rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
-
- VolumetricFogShader::ParamsUBO params;
-
- Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
- Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
- float z_near = p_cam_projection.get_z_near();
- float z_far = p_cam_projection.get_z_far();
- float fog_end = env->volumetric_fog_length;
-
- Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
- Vector2 fog_near_size;
- if (p_cam_projection.is_orthogonal()) {
- fog_near_size = fog_far_size;
- } else {
- fog_near_size = Vector2();
- }
-
- params.fog_frustum_size_begin[0] = fog_near_size.x;
- params.fog_frustum_size_begin[1] = fog_near_size.y;
-
- params.fog_frustum_size_end[0] = fog_far_size.x;
- params.fog_frustum_size_end[1] = fog_far_size.y;
-
- params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy;
- params.z_far = z_far;
-
- params.fog_frustum_end = fog_end;
-
- Color ambient_color = env->ambient_light.srgb_to_linear();
- params.ambient_color[0] = ambient_color.r;
- params.ambient_color[1] = ambient_color.g;
- params.ambient_color[2] = ambient_color.b;
- params.sky_contribution = env->ambient_sky_contribution;
-
- params.fog_volume_size[0] = rb->volumetric_fog->width;
- params.fog_volume_size[1] = rb->volumetric_fog->height;
- params.fog_volume_size[2] = rb->volumetric_fog->depth;
-
- params.directional_light_count = p_directional_light_count;
-
- Color emission = env->volumetric_fog_emission.srgb_to_linear();
- params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
- params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
- params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
- params.base_density = env->volumetric_fog_density;
-
- Color base_scattering = env->volumetric_fog_scattering.srgb_to_linear();
- params.base_scattering[0] = base_scattering.r;
- params.base_scattering[1] = base_scattering.g;
- params.base_scattering[2] = base_scattering.b;
- params.phase_g = env->volumetric_fog_anisotropy;
-
- params.detail_spread = env->volumetric_fog_detail_spread;
- params.gi_inject = env->volumetric_fog_gi_inject;
-
- params.cam_rotation[0] = p_cam_transform.basis[0][0];
- params.cam_rotation[1] = p_cam_transform.basis[1][0];
- params.cam_rotation[2] = p_cam_transform.basis[2][0];
- params.cam_rotation[3] = 0;
- params.cam_rotation[4] = p_cam_transform.basis[0][1];
- params.cam_rotation[5] = p_cam_transform.basis[1][1];
- params.cam_rotation[6] = p_cam_transform.basis[2][1];
- params.cam_rotation[7] = 0;
- params.cam_rotation[8] = p_cam_transform.basis[0][2];
- params.cam_rotation[9] = p_cam_transform.basis[1][2];
- params.cam_rotation[10] = p_cam_transform.basis[2][2];
- params.cam_rotation[11] = 0;
- params.filter_axis = 0;
- params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
- params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
-
- Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
- storage->store_transform(to_prev_cam_view, params.to_prev_view);
-
- params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
- params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
-
- {
- uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
- params.cluster_shift = get_shift_from_power_of_2(cluster_size);
-
- uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
- uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
- params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
- params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
- params.cluster_width = cluster_screen_width;
-
- params.screen_size[0] = rb->width;
- params.screen_size[1] = rb->height;
- }
-
- Basis sky_transform = env->sky_orientation;
- sky_transform = sky_transform.inverse() * p_cam_transform.basis;
- RendererStorageRD::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
-
- RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
-
- RENDER_TIMESTAMP("Render Fog");
- RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set_density, 0);
-
- if (using_sdfgi) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
+ rb->volumetric_fog = memnew(RendererRD::Fog::VolumetricFog(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd));
}
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- // Copy fog to history buffer
- if (env->volumetric_fog_temporal_reprojection) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- RD::get_singleton()->draw_command_end_label();
-
- if (volumetric_fog_filter_active) {
- RD::get_singleton()->draw_command_begin_label("Filter Fog");
-
- RENDER_TIMESTAMP("Filter Fog");
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
-
- RD::get_singleton()->compute_list_end();
- //need restart for buffer update
- params.filter_axis = 1;
- RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
+ if (rb->volumetric_fog) {
+ RendererRD::Fog::VolumetricFogSettings settings;
+ settings.rb_size = Vector2i(rb->width, rb->height);
+ settings.time = time;
+ settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
+ settings.max_cluster_elements = max_cluster_elements;
+ settings.volumetric_fog_filter_active = volumetric_fog_filter_active;
+
+ settings.shadow_sampler = shadow_sampler;
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
+ settings.shadow_atlas_depth = shadow_atlas ? shadow_atlas->depth : RID();
+ settings.voxel_gl_buffer = render_buffers_get_voxel_gi_buffer(p_render_buffers);
+ settings.omni_light_buffer = get_omni_light_buffer();
+ settings.spot_light_buffer = get_spot_light_buffer();
+ settings.directional_shadow_depth = directional_shadow.depth;
+ settings.directional_light_buffer = get_directional_light_buffer();
- compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+ settings.vfog = rb->volumetric_fog;
+ settings.cluster_builder = rb->cluster_builder;
+ settings.rbgi = &rb->rbgi;
+ settings.sdfgi = rb->sdfgi;
+ settings.env = env;
+ settings.sky = &sky;
+ settings.gi = &gi;
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label();
+ RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes);
}
-
- RENDER_TIMESTAMP("Integrate Fog");
- RD::get_singleton()->draw_command_begin_label("Integrate Fog");
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
-
- RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
-
- RENDER_TIMESTAMP("< Volumetric Fog");
- RD::get_singleton()->draw_command_end_label();
- RD::get_singleton()->draw_command_end_label();
}
bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
@@ -4928,7 +3778,7 @@ void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, boo
}
}
-void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID *p_normal_roughness_views, RID p_voxel_gi_buffer) {
+void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices) {
// Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
@@ -5003,7 +3853,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//start GI
if (render_gi) {
- gi.process_gi(p_render_data->render_buffers, p_normal_roughness_views, p_voxel_gi_buffer, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
+ gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_vrs_slices, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
}
//Do shadow rendering (in parallel with GI)
@@ -5015,7 +3865,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
}
- if (p_render_data->render_buffers.is_valid()) {
+ if (p_render_data->render_buffers.is_valid() && ss_effects) {
if (p_use_ssao || p_use_ssil) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
@@ -5040,17 +3890,17 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
invalidate_uniform_set = true;
}
- storage->get_effects()->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
+ ss_effects->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
}
if (p_use_ssao) {
- // TODO make these proper stereo and thus use p_normal_roughness_views correctly
- _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_views[0], p_render_data->cam_projection);
+ // TODO make these proper stereo
+ _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection);
}
if (p_use_ssil) {
- // TODO make these proper stereo and thus use p_normal_roughness_views correctly
- _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_views[0], p_render_data->cam_projection, p_render_data->cam_transform);
+ // TODO make these proper stereo
+ _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection, p_render_data->cam_transform);
}
}
@@ -5097,7 +3947,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
}
-void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
+void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
// getting this here now so we can direct call a bunch of things more easily
@@ -5189,7 +4039,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
if (p_render_buffers.is_valid()) {
clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
} else {
- clear_color = storage->get_default_clear_color();
+ clear_color = RSG::texture_storage->get_default_clear_color();
}
//assign render indices to voxel_gi_instances
@@ -5239,6 +4089,11 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
}
+ if (rb != nullptr && rb->vrs_fb.is_valid()) {
+ // vrs_fb will only be valid if vrs is enabled
+ vrs->update_vrs_texture(rb->vrs_fb, rb->render_target);
+ }
+
_render_scene(&render_data, clear_color);
if (p_render_buffers.is_valid()) {
@@ -5287,7 +4142,7 @@ void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
}
}
-void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
+void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
ERR_FAIL_COND(!light_instance);
@@ -5308,7 +4163,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
bool flip_y = false;
- CameraMatrix light_projection;
+ Projection light_projection;
Transform3D light_transform;
if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
@@ -5450,7 +4305,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
//restore transform so it can be properly used
- light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
+ light_instance_set_shadow_transform(p_light, Projection(), light_instance->transform, zfar, 0, 0, 0);
}
} else {
@@ -5459,16 +4314,16 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
}
}
-void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
_render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region);
}
-void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
+void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
- CameraMatrix cm;
+ Projection cm;
cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
Vector3 cam_pos = p_transform.origin;
@@ -5493,7 +4348,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
rb->sdfgi = nullptr;
}
if (rb->volumetric_fog) {
- _volumetric_fog_erase(rb);
+ memdelete(rb->volumetric_fog);
+ rb->volumetric_fog = nullptr;
}
if (rb->cluster_builder) {
memdelete(rb->cluster_builder);
@@ -5568,8 +4424,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
} else if (shadow_atlas_owner.owns(p_rid)) {
shadow_atlas_set_size(p_rid, 0);
shadow_atlas_owner.free(p_rid);
- } else if (fog_volume_instance_owner.owns(p_rid)) {
- fog_volume_instance_owner.free(p_rid);
+ } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
+ RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
} else {
return false;
}
@@ -5641,7 +4497,7 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
//RID sampled_light;
- GeometryInstance *gi = geometry_instance_create(p_base);
+ RenderGeometryInstance *gi = geometry_instance_create(p_base);
uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
Vector<RID> materials;
@@ -5653,7 +4509,7 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
}
}
- geometry_instance_set_surface_materials(gi, materials);
+ gi->set_surface_materials(materials);
if (cull_argument.size() == 0) {
cull_argument.push_back(nullptr);
@@ -5735,6 +4591,10 @@ int RendererSceneRenderRD::get_max_directional_lights() const {
return cluster.max_directional_lights;
}
+bool RendererSceneRenderRD::is_vrs_supported() const {
+ return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
+}
+
bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
// usable by default (unless low end = true)
return true;
@@ -5754,14 +4614,11 @@ uint32_t RendererSceneRenderRD::get_max_elements() const {
return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
}
-RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
- storage = p_storage;
+RendererSceneRenderRD::RendererSceneRenderRD() {
singleton = this;
}
void RendererSceneRenderRD::init() {
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
-
max_cluster_elements = get_max_elements();
directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
@@ -5769,12 +4626,12 @@ void RendererSceneRenderRD::init() {
/* SKY SHADER */
- sky.init(storage);
+ sky.init();
/* GI */
if (is_dynamic_gi_supported()) {
- gi.init(storage, &sky);
+ gi.init(&sky);
}
{ //decals
@@ -5812,124 +4669,7 @@ void RendererSceneRenderRD::init() {
}
if (is_volumetric_supported()) {
- {
- // Initialize local fog shader
- Vector<String> volumetric_fog_modes;
- volumetric_fog_modes.push_back("");
- volumetric_fog.shader.initialize(volumetric_fog_modes);
-
- material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
- material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
- volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
- }
-
- {
- ShaderCompiler::DefaultIdentifierActions actions;
-
- actions.renames["TIME"] = "scene_params.time";
- actions.renames["PI"] = _MKSTR(Math_PI);
- actions.renames["TAU"] = _MKSTR(Math_TAU);
- actions.renames["E"] = _MKSTR(Math_E);
- actions.renames["WORLD_POSITION"] = "world.xyz";
- actions.renames["OBJECT_POSITION"] = "params.position";
- actions.renames["UVW"] = "uvw";
- actions.renames["EXTENTS"] = "params.extents";
- actions.renames["ALBEDO"] = "albedo";
- actions.renames["DENSITY"] = "density";
- actions.renames["EMISSION"] = "emission";
- actions.renames["SDF"] = "sdf";
-
- actions.usage_defines["SDF"] = "#define SDF_USED\n";
- actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
- actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
- actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
-
- actions.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
- actions.base_uniform_string = "material.";
-
- actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
- actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
- actions.global_buffer_array_variable = "global_variables.data";
-
- volumetric_fog.compiler.initialize(actions);
- }
-
- {
- // default material and shader for fog shader
- volumetric_fog.default_shader = material_storage->shader_allocate();
- material_storage->shader_initialize(volumetric_fog.default_shader);
- material_storage->shader_set_code(volumetric_fog.default_shader, R"(
-// Default fog shader.
-
-shader_type fog;
-
-void fog() {
- DENSITY = 1.0;
- ALBEDO = vec3(1.0);
-}
-)");
- volumetric_fog.default_material = material_storage->material_allocate();
- material_storage->material_initialize(volumetric_fog.default_material);
- material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
-
- FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG));
- volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
-
- Vector<RD::Uniform> uniforms;
-
- {
- Vector<RID> ids;
- ids.resize(12);
- RID *ids_ptr = ids.ptrw();
- ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
-
- RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer());
- uniforms.push_back(u);
- }
-
- volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
- }
- {
- String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
- defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
- if (is_using_radiance_cubemap_array()) {
- defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
- }
- Vector<String> volumetric_fog_modes;
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
- volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
- volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
- volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
-
- volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
- volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
- for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
- volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
- }
- volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
- }
+ RendererRD::Fog::get_singleton()->init_fog_shader(cluster.max_directional_lights, get_roughness_layers(), is_using_radiance_cubemap_array());
}
{
@@ -5960,8 +4700,8 @@ void fog() {
directional_soft_shadow_kernel = memnew_arr(float, 128);
penumbra_shadow_kernel = memnew_arr(float, 128);
soft_shadow_kernel = memnew_arr(float, 128);
- shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
- directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
+ positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality"))));
+ directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality"))));
environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
@@ -5975,11 +4715,13 @@ void fog() {
bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
tone_mapper = memnew(RendererRD::ToneMapper);
+ vrs = memnew(RendererRD::VRS);
+ if (can_use_storage) {
+ ss_effects = memnew(RendererRD::SSEffects);
+ }
}
RendererSceneRenderRD::~RendererSceneRenderRD() {
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
-
if (bokeh_dof) {
memdelete(bokeh_dof);
}
@@ -5989,6 +4731,12 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
if (tone_mapper) {
memdelete(tone_mapper);
}
+ if (vrs) {
+ memdelete(vrs);
+ }
+ if (ss_effects) {
+ memdelete(ss_effects);
+ }
for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
RD::get_singleton()->free(E.value.cubemap);
@@ -6003,11 +4751,7 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
}
if (is_volumetric_supported()) {
- volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
- RD::get_singleton()->free(volumetric_fog.volume_ubo);
- RD::get_singleton()->free(volumetric_fog.params_ubo);
- material_storage->shader_free(volumetric_fog.default_shader);
- material_storage->material_free(volumetric_fog.default_material);
+ RendererRD::Fog::get_singleton()->free_fog_shader();
}
memdelete_arr(directional_penumbra_shadow_kernel);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 3f03f857f7..8b2c159660 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_RENDER_RD_H
-#define RENDERING_SERVER_SCENE_RENDER_RD_H
+#ifndef RENDERER_SCENE_RENDER_RD_H
+#define RENDERER_SCENE_RENDER_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
@@ -37,13 +37,13 @@
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
+#include "servers/rendering/renderer_rd/effects/ss_effects.h"
#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
+#include "servers/rendering/renderer_rd/effects/vrs.h"
+#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/environment/gi.h"
+#include "servers/rendering/renderer_rd/environment/sky.h"
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
-#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
-#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
@@ -52,24 +52,24 @@ struct RenderDataRD {
RID render_buffers;
Transform3D cam_transform;
- CameraMatrix cam_projection;
+ Projection cam_projection;
Vector2 taa_jitter;
bool cam_orthogonal = false;
// For stereo rendering
uint32_t view_count = 1;
Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
- CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+ Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
Transform3D prev_cam_transform;
- CameraMatrix prev_cam_projection;
+ Projection prev_cam_projection;
Vector2 prev_taa_jitter;
- CameraMatrix prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+ Projection prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
float z_near = 0.0;
float z_far = 0.0;
- const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
+ const PagedArray<RenderGeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
const PagedArray<RID> *voxel_gi_instances = nullptr;
@@ -98,19 +98,19 @@ struct RenderDataRD {
};
class RendererSceneRenderRD : public RendererSceneRender {
- friend RendererSceneSkyRD;
+ friend RendererRD::SkyRD;
friend RendererRD::GI;
protected:
- RendererStorageRD *storage = nullptr;
RendererRD::BokehDOF *bokeh_dof = nullptr;
RendererRD::CopyEffects *copy_effects = nullptr;
RendererRD::ToneMapper *tone_mapper = nullptr;
+ RendererRD::VRS *vrs = nullptr;
double time = 0.0;
double time_step = 0.0;
struct RenderBufferData {
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count) = 0;
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) = 0;
virtual ~RenderBufferData() {}
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
@@ -122,16 +122,16 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
virtual void _render_shadow_begin() = 0;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
virtual void _render_shadow_process() = 0;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
+ virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
- void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
+ void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
void _debug_draw_cluster(RID p_render_buffers);
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
@@ -140,10 +140,11 @@ protected:
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) = 0;
- void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
- void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
- void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
- void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform);
+ void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
+ void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
+ void _process_sss(RID p_render_buffers, const Projection &p_camera);
+ void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
+
void _copy_framebuffer_to_ssil(RID p_render_buffers);
void _process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far);
@@ -151,7 +152,7 @@ protected:
void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
- void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID *p_normal_roughness_views, RID p_voxel_gi_buffer);
+ void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices);
void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
@@ -160,11 +161,12 @@ protected:
void _disable_clear_request(const RenderDataRD *p_render_data);
// needed for a single argument calls (material and uv2)
- PagedArrayPool<GeometryInstance *> cull_argument_pool;
- PagedArray<GeometryInstance *> cull_argument; //need this to exist
+ PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
+ PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist
+ RendererRD::SSEffects *ss_effects = nullptr;
RendererRD::GI gi;
- RendererSceneSkyRD sky;
+ RendererRD::SkyRD sky;
RendererSceneEnvironmentRD *get_environment(RID p_environment) {
if (p_environment.is_valid()) {
@@ -209,7 +211,7 @@ private:
struct Reflection {
RID owner;
- RendererSceneSkyRD::ReflectionData data;
+ RendererRD::SkyRD::ReflectionData data;
RID fbs[6];
};
@@ -362,7 +364,7 @@ private:
struct LightInstance {
struct ShadowTransform {
- CameraMatrix camera;
+ Projection camera;
Transform3D transform;
float farplane;
float split;
@@ -404,21 +406,10 @@ private:
mutable RID_Owner<LightInstance> light_instance_owner;
- /* FOG VOLUMES */
-
- struct FogVolumeInstance {
- RID volume;
- Transform3D transform;
- bool active = false;
- };
-
- mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
-
/* ENVIRONMENT */
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
- bool ssao_using_half_size = false;
float ssao_adaptive_target = 0.5;
int ssao_blur_passes = 2;
float ssao_fadeout_from = 50.0;
@@ -469,8 +460,6 @@ private:
ClusterBuilderSharedDataRD cluster_builder_shared;
ClusterBuilderRD *current_cluster_builder = nullptr;
- struct VolumetricFog;
-
struct RenderBuffers {
RenderBufferData *data = nullptr;
int internal_width = 0;
@@ -494,6 +483,8 @@ private:
RID depth_texture; //main depth texture
RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
+ RID vrs_texture; // texture for vrs.
+ RID vrs_fb; // framebuffer to write to our vrs texture
// Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images)
struct View {
@@ -504,8 +495,8 @@ private:
Vector<View> views;
RendererRD::GI::SDFGI *sdfgi = nullptr;
- VolumetricFog *volumetric_fog = nullptr;
RendererRD::GI::RenderBuffersGI rbgi;
+ RendererRD::Fog::VolumetricFog *volumetric_fog = nullptr;
ClusterBuilderRD *cluster_builder = nullptr;
@@ -559,47 +550,14 @@ private:
RID downsample_uniform_set;
- RID last_frame;
- Vector<RID> last_frame_slices;
-
- CameraMatrix last_frame_projection;
+ Projection last_frame_projection;
Transform3D last_frame_transform;
- struct SSAO {
- RID ao_deinterleaved;
- Vector<RID> ao_deinterleaved_slices;
- RID ao_pong;
- Vector<RID> ao_pong_slices;
- RID ao_final;
- RID importance_map[2];
- RID depth_texture_view;
-
- RID gather_uniform_set;
- RID importance_map_uniform_set;
- } ssao;
-
- struct SSIL {
- RID ssil_final;
- RID deinterleaved;
- Vector<RID> deinterleaved_slices;
- RID pong;
- Vector<RID> pong_slices;
- RID edges;
- Vector<RID> edges_slices;
- RID importance_map[2];
- RID depth_texture_view;
-
- RID gather_uniform_set;
- RID importance_map_uniform_set;
- RID projection_uniform_set;
- } ssil;
+ RendererRD::SSEffects::SSAORenderBuffers ssao;
+ RendererRD::SSEffects::SSILRenderBuffers ssil;
} ss_effects;
- struct SSR {
- RID normal_scaled;
- RID depth_scaled;
- RID blur_radius[2];
- } ssr;
+ RendererRD::SSEffects::SSRRenderBuffers ssr;
struct TAA {
RID history;
@@ -778,203 +736,6 @@ private:
bool depth_prepass_used; // this does not seem used anywhere...
} render_state;
- struct VolumetricFog {
- enum {
- MAX_TEMPORAL_FRAMES = 16
- };
-
- uint32_t width = 0;
- uint32_t height = 0;
- uint32_t depth = 0;
-
- float length;
- float spread;
-
- RID light_density_map;
- RID prev_light_density_map;
- RID fog_map;
- RID density_map;
- RID light_map;
- RID emissive_map;
-
- RID fog_uniform_set;
- RID copy_uniform_set;
- RID process_uniform_set_density;
- RID process_uniform_set;
- RID process_uniform_set2;
- RID sdfgi_uniform_set;
- RID sky_uniform_set;
-
- int last_shadow_filter = -1;
- };
-
- struct VolumetricFogShader {
- enum FogSet {
- FOG_SET_BASE,
- FOG_SET_UNIFORMS,
- FOG_SET_MATERIAL,
- FOG_SET_MAX,
- };
-
- struct FogPushConstant {
- float position[3];
- float pad;
-
- float extents[3];
- float pad2;
-
- int32_t corner[3];
- uint32_t shape;
-
- float transform[16];
- };
-
- struct VolumeUBO {
- float fog_frustum_size_begin[2];
- float fog_frustum_size_end[2];
-
- float fog_frustum_end;
- float z_near;
- float z_far;
- float time;
-
- int32_t fog_volume_size[3];
- uint32_t directional_light_count;
-
- uint32_t use_temporal_reprojection;
- uint32_t temporal_frame;
- float detail_spread;
- float temporal_blend;
-
- float to_prev_view[16];
- float transform[16];
- };
-
- ShaderCompiler compiler;
- VolumetricFogShaderRD shader;
- FogPushConstant push_constant;
- RID volume_ubo;
-
- RID default_shader;
- RID default_material;
- RID default_shader_rd;
-
- RID base_uniform_set;
-
- RID params_ubo;
-
- enum {
- VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
- VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
- VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
- VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
- VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
- VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
- };
-
- struct ParamsUBO {
- float fog_frustum_size_begin[2];
- float fog_frustum_size_end[2];
-
- float fog_frustum_end;
- float ambient_inject;
- float z_far;
- uint32_t filter_axis;
-
- float ambient_color[3];
- float sky_contribution;
-
- int32_t fog_volume_size[3];
- uint32_t directional_light_count;
-
- float base_emission[3];
- float base_density;
-
- float base_scattering[3];
- float phase_g;
-
- float detail_spread;
- float gi_inject;
- uint32_t max_voxel_gi_instances;
- uint32_t cluster_type_size;
-
- float screen_size[2];
- uint32_t cluster_shift;
- uint32_t cluster_width;
-
- uint32_t max_cluster_element_count_div_32;
- uint32_t use_temporal_reprojection;
- uint32_t temporal_frame;
- float temporal_blend;
-
- float cam_rotation[12];
- float to_prev_view[16];
- float radiance_inverse_xform[12];
- };
-
- VolumetricFogProcessShaderRD process_shader;
-
- RID process_shader_version;
- RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
-
- } volumetric_fog;
-
- uint32_t volumetric_fog_depth = 128;
- uint32_t volumetric_fog_size = 128;
- bool volumetric_fog_filter_active = true;
-
- Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
- void _volumetric_fog_erase(RenderBuffers *rb);
- void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
-
- struct FogShaderData : public RendererRD::ShaderData {
- bool valid = false;
- RID version;
-
- RID pipeline;
- HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
-
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size = 0;
-
- String path;
- String code;
- HashMap<StringName, HashMap<int, RID>> default_texture_params;
-
- bool uses_time = false;
-
- virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
- virtual bool is_param_texture(const StringName &p_param) const;
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual Variant get_default_parameter(const StringName &p_parameter) const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
-
- FogShaderData() {}
- virtual ~FogShaderData();
- };
-
- struct FogMaterialData : public RendererRD::MaterialData {
- FogShaderData *shader_data = nullptr;
- RID uniform_set;
- bool uniform_set_updated;
-
- virtual void set_render_priority(int p_priority) {}
- virtual void set_next_pass(RID p_pass) {}
- virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual ~FogMaterialData();
- };
-
- RendererRD::ShaderData *_create_fog_shader_func();
- static RendererRD::ShaderData *_create_fog_shader_funcs();
-
- RendererRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
- static RendererRD::MaterialData *_create_fog_material_funcs(RendererRD::ShaderData *p_shader);
-
RID shadow_sampler;
uint64_t scene_pass = 0;
@@ -989,12 +750,17 @@ private:
uint32_t max_cluster_elements = 512;
- void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
+ void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
-public:
- virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
- virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
+ /* Volumetric Fog */
+ uint32_t volumetric_fog_size = 128;
+ uint32_t volumetric_fog_depth = 128;
+ bool volumetric_fog_filter_active = true;
+
+ void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
+
+public:
/* GI */
RendererRD::GI *get_gi() { return &gi; }
@@ -1148,7 +914,7 @@ public:
virtual RID light_instance_create(RID p_light) override;
virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
virtual void light_instance_mark_visible(RID p_light_instance) override;
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
@@ -1197,7 +963,7 @@ public:
return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
}
- _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
+ _FORCE_INLINE_ Projection light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].camera;
}
@@ -1391,7 +1157,7 @@ public:
virtual RID voxel_gi_instance_create(RID p_base) override;
virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
virtual bool voxel_gi_needs_update(RID p_probe) const override;
- virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override;
+ virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override;
virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
/* render buffers */
@@ -1434,11 +1200,11 @@ public:
virtual void update_uniform_sets(){};
- virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
+ virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
- virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
+ virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;
virtual void set_scene_pass(uint64_t p_pass) override {
scene_pass = p_pass;
@@ -1456,8 +1222,8 @@ public:
RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
- virtual void shadows_quality_set(RS::ShadowQuality p_quality) override;
- virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
+ virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
+ virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
virtual void decals_set_filter(RS::DecalFilter p_filter) override;
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
@@ -1505,6 +1271,7 @@ public:
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
+ virtual bool is_vrs_supported() const;
virtual bool is_dynamic_gi_supported() const;
virtual bool is_clustered_enabled() const;
virtual bool is_volumetric_supported() const;
@@ -1512,8 +1279,8 @@ public:
void init();
- RendererSceneRenderRD(RendererStorageRD *p_storage);
+ RendererSceneRenderRD();
~RendererSceneRenderRD();
};
-#endif // RASTERIZER_SCENE_RD_H
+#endif // RENDERER_SCENE_RENDER_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
deleted file mode 100644
index d41129d678..0000000000
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ /dev/null
@@ -1,222 +0,0 @@
-/*************************************************************************/
-/* renderer_storage_rd.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef RENDERING_SERVER_STORAGE_RD_H
-#define RENDERING_SERVER_STORAGE_RD_H
-
-#include "core/templates/list.h"
-#include "core/templates/local_vector.h"
-#include "core/templates/rid_owner.h"
-#include "servers/rendering/renderer_compositor.h"
-#include "servers/rendering/renderer_rd/effects_rd.h"
-#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_sdf.glsl.gen.h"
-#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
-#include "servers/rendering/renderer_scene_render.h"
-#include "servers/rendering/rendering_device.h"
-#include "servers/rendering/shader_compiler.h"
-
-class RendererStorageRD : public RendererStorage {
-public:
- static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
- p_array[0] = p_mtx.basis.rows[0][0];
- p_array[1] = p_mtx.basis.rows[1][0];
- p_array[2] = p_mtx.basis.rows[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.basis.rows[0][1];
- p_array[5] = p_mtx.basis.rows[1][1];
- p_array[6] = p_mtx.basis.rows[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.basis.rows[0][2];
- p_array[9] = p_mtx.basis.rows[1][2];
- p_array[10] = p_mtx.basis.rows[2][2];
- p_array[11] = 0;
- p_array[12] = p_mtx.origin.x;
- p_array[13] = p_mtx.origin.y;
- p_array[14] = p_mtx.origin.z;
- p_array[15] = 1;
- }
-
- static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
- p_array[0] = p_mtx.rows[0][0];
- p_array[1] = p_mtx.rows[1][0];
- p_array[2] = p_mtx.rows[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.rows[0][1];
- p_array[5] = p_mtx.rows[1][1];
- p_array[6] = p_mtx.rows[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.rows[0][2];
- p_array[9] = p_mtx.rows[1][2];
- p_array[10] = p_mtx.rows[2][2];
- p_array[11] = 0;
- }
-
- static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
- p_array[0] = p_mtx.rows[0][0];
- p_array[1] = p_mtx.rows[1][0];
- p_array[2] = p_mtx.rows[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.rows[0][1];
- p_array[5] = p_mtx.rows[1][1];
- p_array[6] = p_mtx.rows[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.rows[0][2];
- p_array[9] = p_mtx.rows[1][2];
- p_array[10] = p_mtx.rows[2][2];
- p_array[11] = 0;
- }
-
- static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
- p_array[0] = p_mtx.basis.rows[0][0];
- p_array[1] = p_mtx.basis.rows[0][1];
- p_array[2] = p_mtx.basis.rows[0][2];
- p_array[3] = p_mtx.origin.x;
- p_array[4] = p_mtx.basis.rows[1][0];
- p_array[5] = p_mtx.basis.rows[1][1];
- p_array[6] = p_mtx.basis.rows[1][2];
- p_array[7] = p_mtx.origin.y;
- p_array[8] = p_mtx.basis.rows[2][0];
- p_array[9] = p_mtx.basis.rows[2][1];
- p_array[10] = p_mtx.basis.rows[2][2];
- p_array[11] = p_mtx.origin.z;
- }
-
- static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- p_array[i * 4 + j] = p_mtx.matrix[i][j];
- }
- }
- }
-
- static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
- for (int i = 0; i < 128; i++) {
- p_array[i] = p_kernel[i];
- }
- }
-
-private:
- /* FOG VOLUMES */
-
- struct FogVolume {
- RID material;
- Vector3 extents = Vector3(1, 1, 1);
-
- RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
-
- Dependency dependency;
- };
-
- mutable RID_Owner<FogVolume, true> fog_volume_owner;
-
- /* visibility_notifier */
-
- struct VisibilityNotifier {
- AABB aabb;
- Callable enter_callback;
- Callable exit_callback;
- Dependency dependency;
- };
-
- mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
-
- /* EFFECTS */
-
- EffectsRD *effects = nullptr;
-
-public:
- //internal usage
-
- void base_update_dependency(RID p_base, DependencyTracker *p_instance);
-
- /* FOG VOLUMES */
-
- virtual RID fog_volume_allocate();
- virtual void fog_volume_initialize(RID p_rid);
-
- virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape);
- virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents);
- virtual void fog_volume_set_material(RID p_fog_volume, RID p_material);
- virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const;
- virtual RID fog_volume_get_material(RID p_fog_volume) const;
- virtual AABB fog_volume_get_aabb(RID p_fog_volume) const;
- virtual Vector3 fog_volume_get_extents(RID p_fog_volume) const;
-
- /* VISIBILITY NOTIFIER */
-
- virtual RID visibility_notifier_allocate();
- virtual void visibility_notifier_initialize(RID p_notifier);
- virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb);
- virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable);
-
- virtual AABB visibility_notifier_get_aabb(RID p_notifier) const;
- virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred);
-
- RS::InstanceType get_base_type(RID p_rid) const;
-
- bool free(RID p_rid);
-
- bool has_os_feature(const String &p_feature) const;
-
- void update_dirty_resources();
-
- void set_debug_generate_wireframes(bool p_generate) {}
-
- //keep cached since it can be called form any thread
- uint64_t texture_mem_cache = 0;
- uint64_t buffer_mem_cache = 0;
- uint64_t total_mem_cache = 0;
-
- virtual void update_memory_info();
- virtual uint64_t get_rendering_info(RS::RenderingInfo p_info);
-
- String get_video_adapter_name() const;
- String get_video_adapter_vendor() const;
- RenderingDevice::DeviceType get_video_adapter_type() const;
- String get_video_adapter_api_version() const;
-
- virtual void capture_timestamps_begin();
- virtual void capture_timestamp(const String &p_name);
- virtual uint32_t get_captured_timestamps_count() const;
- virtual uint64_t get_captured_timestamps_frame() const;
- virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
- virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
- virtual String get_captured_timestamp_name(uint32_t p_index) const;
-
- static RendererStorageRD *base_singleton;
-
- void init_effects(bool p_prefer_raster_effects);
- EffectsRD *get_effects();
-
- RendererStorageRD();
- ~RendererStorageRD();
-};
-
-#endif // RASTERIZER_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 04e05380f1..c9b6d09d4c 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -177,7 +177,7 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c
for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
}
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
builder.append("#define MOLTENVK_USED\n");
#endif
} break;
@@ -476,7 +476,9 @@ void ShaderRD::_compile_version(Version *p_version) {
#if 1
- RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &ShaderRD::_compile_variant, p_version, variant_defines.size(), -1, true, SNAME("ShaderCompilation"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
#else
for (int i = 0; i < variant_defines.size(); i++) {
_compile_variant(i, p_version);
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index 05663226c0..d352743908 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -10,7 +10,7 @@ if "RD_GLSL" in env["BUILDERS"]:
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
# make sure we recompile shaders if include files change
- env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
+ env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
# compile shaders
for glsl_file in glsl_files:
diff --git a/servers/rendering/renderer_rd/shaders/effects/SCsub b/servers/rendering/renderer_rd/shaders/effects/SCsub
index fc513d3fb9..741da8fe69 100644
--- a/servers/rendering/renderer_rd/shaders/effects/SCsub
+++ b/servers/rendering/renderer_rd/shaders/effects/SCsub
@@ -10,7 +10,7 @@ if "RD_GLSL" in env["BUILDERS"]:
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
# make sure we recompile shaders if include files change
- env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
+ env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
# compile shaders
for glsl_file in glsl_files:
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
index 9787c9879d..1c17eabb56 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
@@ -88,7 +88,7 @@ layout(set = 0, binding = 0) uniform sampler2DArray source_color;
layout(set = 1, binding = 0) uniform sampler2DArray source_depth;
layout(location = 1) out float depth;
#endif /* MODE_TWO_SOURCES */
-#else
+#else /* MULTIVIEW */
layout(set = 0, binding = 0) uniform sampler2D source_color;
#ifdef MODE_TWO_SOURCES
layout(set = 1, binding = 0) uniform sampler2D source_color2;
@@ -139,7 +139,7 @@ void main() {
//uv.y = 1.0 - uv.y;
uv = 1.0 - uv;
}
-#endif
+#endif /* MODE_PANORAMA_TO_DP */
#ifdef MULTIVIEW
vec4 color = textureLod(source_color, uv, 0.0);
@@ -148,12 +148,13 @@ void main() {
depth = textureLod(source_depth, uv, 0.0).r;
#endif /* MODE_TWO_SOURCES */
-#else
+#else /* MULTIVIEW */
vec4 color = textureLod(source_color, uv, 0.0);
#ifdef MODE_TWO_SOURCES
color += textureLod(source_color2, uv, 0.0);
#endif /* MODE_TWO_SOURCES */
#endif /* MULTIVIEW */
+
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
@@ -163,5 +164,6 @@ void main() {
if (params.srgb) {
color.rgb = linear_to_srgb(color.rgb);
}
+
frag_color = color;
}
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index a416891ff2..d85ab3af2e 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -32,12 +32,17 @@ layout(push_constant, std430) uniform Params {
bool use_half_res;
uint metallic_mask;
- mat4 projection;
+ uint view_index;
+ uint pad1;
+ uint pad2;
+ uint pad3;
}
params;
+#include "screen_space_reflection_inc.glsl"
+
vec2 view_to_screen(vec3 view_pos, out float w) {
- vec4 projected = params.projection * vec4(view_pos, 1.0);
+ vec4 projected = scene_data.projection[params.view_index] * vec4(view_pos, 1.0);
projected.xyz /= projected.w;
projected.xy = projected.xy * 0.5 + 0.5;
w = projected.w;
@@ -46,24 +51,16 @@ vec2 view_to_screen(vec3 view_pos, out float w) {
#define M_PI 3.14159265359
-vec3 reconstructCSPosition(vec2 S, float z) {
- if (params.orthogonal) {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
- } else {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
- }
-}
-
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing
return;
}
vec2 pixel_size = 1.0 / vec2(params.screen_size);
- vec2 uv = vec2(ssC) * pixel_size;
+ vec2 uv = vec2(ssC.xy) * pixel_size;
uv += pixel_size * 0.5;
@@ -77,7 +74,12 @@ void main() {
normal = normalize(normal);
normal.y = -normal.y; //because this code reads flipped
- vec3 view_dir = normalize(vertex);
+ vec3 view_dir;
+ if (sc_multiview) {
+ view_dir = normalize(vertex + scene_data.eye_offset[params.view_index].xyz);
+ } else {
+ view_dir = normalize(vertex);
+ }
vec3 ray_dir = normalize(reflect(view_dir, normal));
if (dot(ray_dir, normal) < 0.001) {
@@ -154,6 +156,11 @@ void main() {
// convert to linear depth
depth = imageLoad(source_depth, ivec2(pos - 0.5)).r;
+ if (sc_multiview) {
+ depth = depth * 2.0 - 1.0;
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ depth = -depth;
+ }
z_from = z_to;
z_to = z / w;
@@ -222,13 +229,16 @@ void main() {
blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h);
}
}
+
+ // Isn't this going to be overwritten after our endif?
final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size));
imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8
-#endif
+#endif // MODE_ROUGH
final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend);
+
//change blend by metallic
vec4 metallic_mask = unpackUnorm4x8(params.metallic_mask);
final_color.a *= dot(metallic_mask, texelFetch(source_metallic, ssC << 1, 0));
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl
index 20e1712496..a63d60e0b2 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl
@@ -22,7 +22,7 @@ layout(push_constant, std430) uniform Params {
bool orthogonal;
float edge_tolerance;
int increment;
- uint pad;
+ uint view_index;
ivec2 screen_size;
bool vertical;
@@ -30,6 +30,8 @@ layout(push_constant, std430) uniform Params {
}
params;
+#include "screen_space_reflection_inc.glsl"
+
#define GAUSS_TABLE_SIZE 15
const float gauss_table[GAUSS_TABLE_SIZE + 1] = float[](
@@ -64,14 +66,6 @@ float gauss_weight(float p_val) {
#define M_PI 3.14159265359
-vec3 reconstructCSPosition(vec2 S, float z) {
- if (params.orthogonal) {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
- } else {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
- }
-}
-
void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor, ivec2 texcoord, ivec2 increment, vec3 p_pos, vec3 normal, float p_limit_radius) {
for (int i = 1; i < params.steps; i++) {
float d = float(i * params.increment);
@@ -110,7 +104,7 @@ void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing
return;
}
@@ -130,13 +124,13 @@ void main() {
ivec2 direction = ivec2(params.increment, 0);
#endif
float depth = imageLoad(source_depth, ssC).r;
- vec3 pos = reconstructCSPosition(vec2(ssC) + 0.5, depth);
+ vec3 pos = reconstructCSPosition(vec2(ssC.xy) + 0.5, depth);
vec3 normal = imageLoad(source_normal, ssC).xyz * 2.0 - 1.0;
normal = normalize(normal);
normal.y = -normal.y;
- do_filter(accum, accum_radius, divisor, ssC, direction, pos, normal, radius);
- do_filter(accum, accum_radius, divisor, ssC, -direction, pos, normal, radius);
+ do_filter(accum, accum_radius, divisor, ssC.xy, direction, pos, normal, radius);
+ do_filter(accum, accum_radius, divisor, ssC.xy, -direction, pos, normal, radius);
if (divisor > 0.0) {
accum /= divisor;
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl
new file mode 100644
index 0000000000..26405ab040
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl
@@ -0,0 +1,28 @@
+layout(constant_id = 0) const bool sc_multiview = false;
+
+layout(set = 4, binding = 0, std140) uniform SceneData {
+ mat4x4 projection[2];
+ mat4x4 inv_projection[2];
+ vec4 eye_offset[2];
+}
+scene_data;
+
+vec3 reconstructCSPosition(vec2 screen_pos, float z) {
+ if (sc_multiview) {
+ vec4 pos;
+ pos.xy = (2.0 * vec2(screen_pos) / vec2(params.screen_size)) - 1.0;
+ pos.z = z * 2.0 - 1.0;
+ pos.w = 1.0;
+
+ pos = scene_data.inv_projection[params.view_index] * pos;
+ pos.xyz /= pos.w;
+
+ return pos.xyz;
+ } else {
+ if (params.orthogonal) {
+ return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z);
+ } else {
+ return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
+ }
+ }
+}
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl
index 3f537e273a..a7da0812df 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl
@@ -6,6 +6,11 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+/* Specialization Constants (Toggles) */
+
+layout(constant_id = 0) const bool sc_multiview = false;
+
+/* inputs */
layout(set = 0, binding = 0) uniform sampler2D source_ssr;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
layout(set = 1, binding = 1) uniform sampler2D source_normal;
@@ -28,7 +33,7 @@ void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing
return;
}
//do not filter, SSR will generate arctifacts if this is done
@@ -57,13 +62,19 @@ void main() {
normal.xyz += nr.xyz * 2.0 - 1.0;
normal.w += nr.w;
- d = d * 2.0 - 1.0;
- if (params.orthogonal) {
- d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ if (sc_multiview) {
+ // we're doing a full unproject so we need the value as is.
+ depth += d;
} else {
- d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near));
+ // unproject our Z value so we can use it directly.
+ d = d * 2.0 - 1.0;
+ if (params.orthogonal) {
+ d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ } else {
+ d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near));
+ }
+ depth += -d;
}
- depth += -d;
}
color /= 4.0;
@@ -71,17 +82,22 @@ void main() {
normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5;
normal.w /= 4.0;
} else {
- color = texelFetch(source_ssr, ssC << 1, 0);
- depth = texelFetch(source_depth, ssC << 1, 0).r;
- normal = texelFetch(source_normal, ssC << 1, 0);
-
- depth = depth * 2.0 - 1.0;
- if (params.orthogonal) {
- depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
- } else {
- depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ ivec2 ofs = ssC << 1;
+
+ color = texelFetch(source_ssr, ofs, 0);
+ depth = texelFetch(source_depth, ofs, 0).r;
+ normal = texelFetch(source_normal, ofs, 0);
+
+ if (!sc_multiview) {
+ // unproject our Z value so we can use it directly.
+ depth = depth * 2.0 - 1.0;
+ if (params.orthogonal) {
+ depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ }
+ depth = -depth;
}
- depth = -depth;
}
imageStore(dest_ssr, ssC, color);
diff --git a/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl
new file mode 100644
index 0000000000..c62144fdaf
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl
@@ -0,0 +1,112 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
+#extension GL_EXT_multiview : enable
+#endif
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#else // USE_MULTIVIEW
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
+
+#ifdef USE_MULTIVIEW
+layout(location = 0) out vec3 uv_interp;
+#else // USE_MULTIVIEW
+layout(location = 0) out vec2 uv_interp;
+#endif //USE_MULTIVIEW
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+
+#ifdef USE_MULTIVIEW
+ uv_interp = vec3(base_arr[gl_VertexIndex], ViewIndex);
+
+ gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
+#else
+ uv_interp = base_arr[gl_VertexIndex];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+#endif
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
+#extension GL_EXT_multiview : enable
+#endif
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#else // USE_MULTIVIEW
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
+
+#ifdef USE_MULTIVIEW
+layout(location = 0) in vec3 uv_interp;
+#else // USE_MULTIVIEW
+layout(location = 0) in vec2 uv_interp;
+#endif //USE_MULTIVIEW
+
+#ifdef USE_MULTIVIEW
+layout(set = 0, binding = 0) uniform sampler2DArray specular;
+#else // USE_MULTIVIEW
+layout(set = 0, binding = 0) uniform sampler2D specular;
+#endif //USE_MULTIVIEW
+
+#ifdef MODE_SSR
+
+#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 0) uniform sampler2DArray ssr;
+#else // USE_MULTIVIEW
+layout(set = 1, binding = 0) uniform sampler2D ssr;
+#endif //USE_MULTIVIEW
+
+#endif
+
+#ifdef MODE_MERGE
+
+#ifdef USE_MULTIVIEW
+layout(set = 2, binding = 0) uniform sampler2DArray diffuse;
+#else // USE_MULTIVIEW
+layout(set = 2, binding = 0) uniform sampler2D diffuse;
+#endif //USE_MULTIVIEW
+
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ frag_color.rgb = texture(specular, uv_interp).rgb;
+ frag_color.a = 0.0;
+#ifdef MODE_SSR
+
+ vec4 ssr_color = texture(ssr, uv_interp);
+ frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
+#endif
+
+#ifdef MODE_MERGE
+ frag_color += texture(diffuse, uv_interp);
+#endif
+ //added using additive blend
+}
diff --git a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
index 134aae5ce7..134aae5ce7 100644
--- a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
index 2a87e273bc..2a87e273bc 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl
index f42734c46d..f42734c46d 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
index 04f98964e8..04f98964e8 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
index f6a9a92fac..f6a9a92fac 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
index 513791dfbf..513791dfbf 100644
--- a/servers/rendering/renderer_rd/shaders/ssil.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
index 47c56571f6..47c56571f6 100644
--- a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
index 6b6b02739d..6b6b02739d 100644
--- a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
index 9e86ac0cf0..9e86ac0cf0 100644
--- a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
diff --git a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
new file mode 100644
index 0000000000..5ef83c0b44
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
@@ -0,0 +1,72 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
+#ifdef MULTIVIEW
+layout(location = 0) out vec3 uv_interp;
+#else
+layout(location = 0) out vec2 uv_interp;
+#endif
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp.xy = base_arr[gl_VertexIndex];
+#ifdef MULTIVIEW
+ uv_interp.z = ViewIndex;
+#endif
+
+ gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
+#ifdef MULTIVIEW
+layout(location = 0) in vec3 uv_interp;
+layout(set = 0, binding = 0) uniform sampler2DArray source_color;
+#else /* MULTIVIEW */
+layout(location = 0) in vec2 uv_interp;
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+#endif /* MULTIVIEW */
+
+layout(location = 0) out uint frag_color;
+
+void main() {
+#ifdef MULTIVIEW
+ vec3 uv = uv_interp;
+#else
+ vec2 uv = uv_interp;
+#endif
+
+#ifdef MULTIVIEW
+ vec4 color = textureLod(source_color, uv, 0.0);
+#else /* MULTIVIEW */
+ vec4 color = textureLod(source_color, uv, 0.0);
+#endif /* MULTIVIEW */
+
+ // See if we can change the sampler to one that returns int...
+ frag_color = uint(color.r * 256.0);
+}
diff --git a/servers/rendering/renderer_rd/shaders/environment/SCsub b/servers/rendering/renderer_rd/shaders/environment/SCsub
index fc513d3fb9..741da8fe69 100644
--- a/servers/rendering/renderer_rd/shaders/environment/SCsub
+++ b/servers/rendering/renderer_rd/shaders/environment/SCsub
@@ -10,7 +10,7 @@ if "RD_GLSL" in env["BUILDERS"]:
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
# make sure we recompile shaders if include files change
- env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
+ env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
# compile shaders
for glsl_file in glsl_files:
diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index f687d50a2d..6ea8cb1377 100644
--- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -8,6 +8,12 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define M_PI 3.141592
+/* Specialization Constants (Toggles) */
+
+layout(constant_id = 0) const bool sc_half_res = false;
+layout(constant_id = 1) const bool sc_use_full_projection_matrix = false;
+layout(constant_id = 2) const bool sc_use_vrs = false;
+
#define SDFGI_MAX_CASCADES 8
//set 0 for SDFGI and render buffers
@@ -97,18 +103,20 @@ layout(set = 0, binding = 18, std140) uniform SceneData {
}
scene_data;
+layout(r8ui, set = 0, binding = 19) uniform restrict readonly uimage2D vrs_buffer;
+
layout(push_constant, std430) uniform Params {
- uint view_index;
uint max_voxel_gi_instances;
bool high_quality_vct;
bool orthogonal;
+ uint view_index;
vec4 proj_info;
float z_near;
float z_far;
- float pad1;
float pad2;
+ float pad3;
}
params;
@@ -140,34 +148,34 @@ vec4 blend_color(vec4 src, vec4 dst) {
}
vec3 reconstruct_position(ivec2 screen_pos) {
-#ifdef USE_MULTIVIEW
- vec4 pos;
- pos.xy = (2.0 * vec2(screen_pos) / vec2(scene_data.screen_size)) - 1.0;
- pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r * 2.0 - 1.0;
- pos.w = 1.0;
+ if (sc_use_full_projection_matrix) {
+ vec4 pos;
+ pos.xy = (2.0 * vec2(screen_pos) / vec2(scene_data.screen_size)) - 1.0;
+ pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r * 2.0 - 1.0;
+ pos.w = 1.0;
- pos = scene_data.inv_projection[params.view_index] * pos;
+ pos = scene_data.inv_projection[params.view_index] * pos;
- return pos.xyz / pos.w;
-#else
- vec3 pos;
- pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r;
-
- pos.z = pos.z * 2.0 - 1.0;
- if (params.orthogonal) {
- pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ return pos.xyz / pos.w;
} else {
- pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near));
- }
- pos.z = -pos.z;
+ vec3 pos;
+ pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r;
+
+ pos.z = pos.z * 2.0 - 1.0;
+ if (params.orthogonal) {
+ pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near));
+ }
+ pos.z = -pos.z;
- pos.xy = vec2(screen_pos) * params.proj_info.xy + params.proj_info.zw;
- if (!params.orthogonal) {
- pos.xy *= pos.z;
- }
+ pos.xy = vec2(screen_pos) * params.proj_info.xy + params.proj_info.zw;
+ if (!params.orthogonal) {
+ pos.xy *= pos.z;
+ }
- return pos;
-#endif
+ return pos;
+ }
}
void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, float roughness, out vec3 diffuse_light, out vec3 specular_light) {
@@ -587,7 +595,6 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
vec4 fetch_normal_and_roughness(ivec2 pos) {
vec4 normal_roughness = texelFetch(sampler2D(normal_roughness_buffer, linear_sampler), pos, 0);
-
normal_roughness.xyz = normalize(normal_roughness.xyz * 2.0 - 1.0);
return normal_roughness;
}
@@ -600,7 +607,7 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref
if (normal.length() > 0.5) {
//valid normal, can do GI
float roughness = normal_roughness.w;
- vec3 view = -normalize(mat3(scene_data.cam_transform) * (vertex - scene_data.eye_offset[params.view_index].xyz));
+ vec3 view = -normalize(mat3(scene_data.cam_transform) * (vertex - scene_data.eye_offset[gl_GlobalInvocationID.z].xyz));
vertex = mat3(scene_data.cam_transform) * vertex;
normal = normalize(mat3(scene_data.cam_transform) * normal);
vec3 reflection = normalize(reflect(-view, normal));
@@ -648,9 +655,35 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
-#ifdef MODE_HALF_RES
- pos <<= 1;
-#endif
+ uint vrs_x, vrs_y;
+ if (sc_use_vrs) {
+ ivec2 vrs_pos;
+
+ // Currently we use a 16x16 texel, possibly some day make this configurable.
+ if (sc_half_res) {
+ vrs_pos = pos >> 3;
+ } else {
+ vrs_pos = pos >> 4;
+ }
+
+ uint vrs_texel = imageLoad(vrs_buffer, vrs_pos).r;
+ // note, valid values for vrs_x and vrs_y are 1, 2 and 4.
+ vrs_x = 1 << ((vrs_texel >> 2) & 3);
+ vrs_y = 1 << (vrs_texel & 3);
+
+ if (mod(pos.x, vrs_x) != 0) {
+ return;
+ }
+
+ if (mod(pos.y, vrs_y) != 0) {
+ return;
+ }
+ }
+
+ if (sc_half_res) {
+ pos <<= 1;
+ }
+
if (any(greaterThanEqual(pos, scene_data.screen_size))) { //too large, do nothing
return;
}
@@ -663,10 +696,69 @@ void main() {
process_gi(pos, vertex, ambient_light, reflection_light);
-#ifdef MODE_HALF_RES
- pos >>= 1;
-#endif
+ if (sc_half_res) {
+ pos >>= 1;
+ }
imageStore(ambient_buffer, pos, ambient_light);
imageStore(reflection_buffer, pos, reflection_light);
+
+ if (sc_use_vrs) {
+ if (vrs_x > 1) {
+ imageStore(ambient_buffer, pos + ivec2(1, 0), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(1, 0), reflection_light);
+ }
+
+ if (vrs_x > 2) {
+ imageStore(ambient_buffer, pos + ivec2(2, 0), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(2, 0), reflection_light);
+
+ imageStore(ambient_buffer, pos + ivec2(3, 0), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(3, 0), reflection_light);
+ }
+
+ if (vrs_y > 1) {
+ imageStore(ambient_buffer, pos + ivec2(0, 1), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(0, 1), reflection_light);
+ }
+
+ if (vrs_y > 1 && vrs_x > 1) {
+ imageStore(ambient_buffer, pos + ivec2(1, 1), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(1, 1), reflection_light);
+ }
+
+ if (vrs_y > 1 && vrs_x > 2) {
+ imageStore(ambient_buffer, pos + ivec2(2, 1), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(2, 1), reflection_light);
+
+ imageStore(ambient_buffer, pos + ivec2(3, 1), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(3, 1), reflection_light);
+ }
+
+ if (vrs_y > 2) {
+ imageStore(ambient_buffer, pos + ivec2(0, 2), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(0, 2), reflection_light);
+ imageStore(ambient_buffer, pos + ivec2(0, 3), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(0, 3), reflection_light);
+ }
+
+ if (vrs_y > 2 && vrs_x > 1) {
+ imageStore(ambient_buffer, pos + ivec2(1, 2), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(1, 2), reflection_light);
+ imageStore(ambient_buffer, pos + ivec2(1, 3), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(1, 3), reflection_light);
+ }
+
+ if (vrs_y > 2 && vrs_x > 2) {
+ imageStore(ambient_buffer, pos + ivec2(2, 2), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(2, 2), reflection_light);
+ imageStore(ambient_buffer, pos + ivec2(2, 3), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(2, 3), reflection_light);
+
+ imageStore(ambient_buffer, pos + ivec2(3, 2), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(3, 2), reflection_light);
+ imageStore(ambient_buffer, pos + ivec2(3, 3), ambient_light);
+ imageStore(reflection_buffer, pos + ivec2(3, 3), reflection_light);
+ }
+ }
}
diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index 5b4594da99..5b4594da99 100644
--- a/servers/rendering/renderer_rd/shaders/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
index eee609fb48..fb3c725b1f 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
@@ -21,8 +21,8 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
#define DENSITY_SCALE 1024.0
-#include "cluster_data_inc.glsl"
-#include "light_data_inc.glsl"
+#include "../cluster_data_inc.glsl"
+#include "../light_data_inc.glsl"
#define M_PI 3.14159265359
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index fdbd7d3e35..e74cfad65c 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -19,8 +19,8 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#endif
-#include "cluster_data_inc.glsl"
-#include "light_data_inc.glsl"
+#include "../cluster_data_inc.glsl"
+#include "../light_data_inc.glsl"
#define M_PI 3.14159265359
diff --git a/servers/rendering/renderer_rd/shaders/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/specular_merge.glsl
deleted file mode 100644
index 3579c35cce..0000000000
--- a/servers/rendering/renderer_rd/shaders/specular_merge.glsl
+++ /dev/null
@@ -1,53 +0,0 @@
-#[vertex]
-
-#version 450
-
-#VERSION_DEFINES
-
-layout(location = 0) out vec2 uv_interp;
-
-void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-}
-
-#[fragment]
-
-#version 450
-
-#VERSION_DEFINES
-
-layout(location = 0) in vec2 uv_interp;
-
-layout(set = 0, binding = 0) uniform sampler2D specular;
-
-#ifdef MODE_SSR
-
-layout(set = 1, binding = 0) uniform sampler2D ssr;
-
-#endif
-
-#ifdef MODE_MERGE
-
-layout(set = 2, binding = 0) uniform sampler2D diffuse;
-
-#endif
-
-layout(location = 0) out vec4 frag_color;
-
-void main() {
- frag_color.rgb = texture(specular, uv_interp).rgb;
- frag_color.a = 0.0;
-#ifdef MODE_SSR
-
- vec4 ssr_color = texture(ssr, uv_interp);
- frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
-#endif
-
-#ifdef MODE_MERGE
- frag_color += texture(diffuse, uv_interp);
-#endif
- //added using additive blend
-}
diff --git a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
index a1a77b95aa..b0a0839836 100644
--- a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
@@ -29,7 +29,8 @@
#VERSION_DEFINES
-// Based on Spartan Engine's TAA implementation https://github.com/PanosK92/SpartanEngine/blob/master/Data/shaders/temporal_antialiasing.hlsl
+// Based on Spartan Engine's TAA implementation (without TAA upscale).
+// <https://github.com/PanosK92/SpartanEngine/blob/a8338d0609b85dc32f3732a5c27fb4463816a3b9/Data/shaders/temporal_antialiasing.hlsl>
#define USE_SUBGROUPS
@@ -188,7 +189,7 @@ vec3 sample_catmull_rom_9(sampler2D stex, vec2 uv, vec2 resolution) {
// Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
// License: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
- // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
+ // We're going to sample a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
vec2 sample_pos = uv * resolution;
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index 56a4525b8e..e65f676785 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -156,12 +156,12 @@ void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_
case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
case RS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
} break;
case RS::LIGHT_PARAM_SIZE: {
if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) {
//changing from no size to size and the opposite
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
}
} break;
default: {
@@ -177,7 +177,7 @@ void LightStorage::light_set_shadow(RID p_light, bool p_enabled) {
light->shadow = p_enabled;
light->version++;
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_set_projector(RID p_light, RID p_texture) {
@@ -199,7 +199,7 @@ void LightStorage::light_set_projector(RID p_light, RID p_texture) {
if (light->projector.is_valid()) {
texture_storage->texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
}
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
}
}
@@ -217,7 +217,7 @@ void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) {
light->cull_mask = p_mask;
light->version++;
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) {
@@ -237,7 +237,7 @@ void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled)
light->reverse_cull = p_enabled;
light->version++;
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
@@ -247,7 +247,7 @@ void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mod
light->bake_mode = p_bake_mode;
light->version++;
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
@@ -257,7 +257,7 @@ void LightStorage::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade)
light->max_sdfgi_cascade = p_cascade;
light->version++;
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
@@ -267,7 +267,7 @@ void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMo
light->omni_shadow_mode = p_mode;
light->version++;
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) {
@@ -283,7 +283,7 @@ void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirec
light->directional_shadow_mode = p_mode;
light->version++;
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) {
@@ -292,7 +292,7 @@ void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable
light->directional_blend_splits = p_enable;
light->version++;
- light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
bool LightStorage::light_directional_get_blend_splits(RID p_light) const {
@@ -387,7 +387,7 @@ void LightStorage::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionP
ERR_FAIL_COND(!reflection_probe);
reflection_probe->update_mode = p_mode;
- reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
@@ -424,7 +424,7 @@ void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distan
reflection_probe->max_distance = p_distance;
- reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
@@ -435,7 +435,7 @@ void LightStorage::reflection_probe_set_extents(RID p_probe, const Vector3 &p_ex
return;
}
reflection_probe->extents = p_extents;
- reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
@@ -443,7 +443,7 @@ void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3
ERR_FAIL_COND(!reflection_probe);
reflection_probe->origin_offset = p_offset;
- reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
@@ -451,7 +451,7 @@ void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable)
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
- reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
@@ -466,7 +466,7 @@ void LightStorage::reflection_probe_set_enable_shadows(RID p_probe, bool p_enabl
ERR_FAIL_COND(!reflection_probe);
reflection_probe->enable_shadows = p_enable;
- reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
@@ -474,7 +474,7 @@ void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers
ERR_FAIL_COND(!reflection_probe);
reflection_probe->cull_mask = p_layers;
- reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
@@ -491,7 +491,7 @@ void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_
reflection_probe->mesh_lod_threshold = p_ratio;
- reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
+ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const {
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h
index 3cc455692d..2fb8f92fff 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h
@@ -35,6 +35,7 @@
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/storage/light_storage.h"
+#include "servers/rendering/storage/utilities.h"
namespace RendererRD {
@@ -61,7 +62,7 @@ struct Light {
RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
uint64_t version = 0;
- RendererStorage::Dependency dependency;
+ Dependency dependency;
};
/* REFLECTION PROBE */
@@ -82,7 +83,7 @@ struct ReflectionProbe {
uint32_t cull_mask = (1 << 20) - 1;
float mesh_lod_threshold = 0.01;
- RendererStorage::Dependency dependency;
+ Dependency dependency;
};
/* LIGHTMAP */
@@ -104,7 +105,7 @@ struct Lightmap {
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
};
- RendererStorage::Dependency dependency;
+ Dependency dependency;
};
class LightStorage : public RendererLightStorage {
@@ -367,4 +368,4 @@ public:
} // namespace RendererRD
-#endif // !LIGHT_STORAGE_RD_H
+#endif // LIGHT_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index 096d371b8d..23d05de942 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -172,75 +172,96 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
}
} break;
case ShaderLanguage::TYPE_IVEC2: {
- Vector<int> iv = value;
- int s = iv.size();
int32_t *gui = (int32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 2 * p_array_size;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 2 * p_array_size;
- const int *r = iv.ptr();
- for (int i = 0, j = 0; i < count; i += 2, j += 4) {
- if (i < s) {
- gui[j] = r[i];
- gui[j + 1] = r[i + 1];
- } else {
- gui[j] = 0;
- gui[j + 1] = 0;
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
}
- gui[j + 2] = 0; // ignored
- gui[j + 3] = 0; // ignored
+ } else {
+ Vector2i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
}
} break;
case ShaderLanguage::TYPE_IVEC3: {
- Vector<int> iv = value;
- int s = iv.size();
int32_t *gui = (int32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 3 * p_array_size;
-
- const int *r = iv.ptr();
- for (int i = 0, j = 0; i < count; i += 3, j += 4) {
- if (i < s) {
- gui[j] = r[i];
- gui[j + 1] = r[i + 1];
- gui[j + 2] = r[i + 2];
- } else {
- gui[j] = 0;
- gui[j + 1] = 0;
- gui[j + 2] = 0;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 3 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ gui[j + 2] = r[i + 2];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
}
- gui[j + 3] = 0; // ignored
+ } else {
+ Vector3i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
}
} break;
case ShaderLanguage::TYPE_IVEC4: {
- Vector<int> iv = value;
- int s = iv.size();
int32_t *gui = (int32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 4 * p_array_size;
-
- const int *r = iv.ptr();
- for (int i = 0; i < count; i += 4) {
- if (i < s) {
- gui[i] = r[i];
- gui[i + 1] = r[i + 1];
- gui[i + 2] = r[i + 2];
- gui[i + 3] = r[i + 3];
- } else {
- gui[i] = 0;
- gui[i + 1] = 0;
- gui[i + 2] = 0;
- gui[i + 3] = 0;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
}
+ int count = 4 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0; i < count; i += 4) {
+ if (i < s) {
+ gui[i] = r[i];
+ gui[i + 1] = r[i + 1];
+ gui[i + 2] = r[i + 2];
+ gui[i + 3] = r[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ } else {
+ Vector4i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
}
} break;
case ShaderLanguage::TYPE_UINT: {
@@ -267,75 +288,96 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
}
} break;
case ShaderLanguage::TYPE_UVEC2: {
- Vector<int> iv = value;
- int s = iv.size();
uint32_t *gui = (uint32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 2 * p_array_size;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 2 * p_array_size;
- const int *r = iv.ptr();
- for (int i = 0, j = 0; i < count; i += 2, j += 4) {
- if (i < s) {
- gui[j] = r[i];
- gui[j + 1] = r[i + 1];
- } else {
- gui[j] = 0;
- gui[j + 1] = 0;
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
}
- gui[j + 2] = 0; // ignored
- gui[j + 3] = 0; // ignored
+ } else {
+ Vector2i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
}
} break;
case ShaderLanguage::TYPE_UVEC3: {
- Vector<int> iv = value;
- int s = iv.size();
uint32_t *gui = (uint32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 3 * p_array_size;
-
- const int *r = iv.ptr();
- for (int i = 0, j = 0; i < count; i += 3, j += 4) {
- if (i < s) {
- gui[j] = r[i];
- gui[j + 1] = r[i + 1];
- gui[j + 2] = r[i + 2];
- } else {
- gui[j] = 0;
- gui[j + 1] = 0;
- gui[j + 2] = 0;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
}
- gui[j + 3] = 0; // ignored
+ int count = 3 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ gui[j + 2] = r[i + 2];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector3i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
}
} break;
case ShaderLanguage::TYPE_UVEC4: {
- Vector<int> iv = value;
- int s = iv.size();
uint32_t *gui = (uint32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 4 * p_array_size;
-
- const int *r = iv.ptr();
- for (int i = 0; i < count; i++) {
- if (i < s) {
- gui[i] = r[i];
- gui[i + 1] = r[i + 1];
- gui[i + 2] = r[i + 2];
- gui[i + 3] = r[i + 3];
- } else {
- gui[i] = 0;
- gui[i + 1] = 0;
- gui[i + 2] = 0;
- gui[i + 3] = 0;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
}
+ int count = 4 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0; i < count; i++) {
+ if (i < s) {
+ gui[i] = r[i];
+ gui[i + 1] = r[i + 1];
+ gui[i + 2] = r[i + 2];
+ gui[i + 3] = r[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ } else {
+ Vector4i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
}
} break;
case ShaderLanguage::TYPE_FLOAT: {
@@ -514,13 +556,20 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[1] = v.y;
gui[2] = v.z;
gui[3] = v.w;
- } else {
+ } else if (value.get_type() == Variant::PLANE) {
Plane v = value;
gui[0] = v.normal.x;
gui[1] = v.normal.y;
gui[2] = v.normal.z;
gui[3] = v.d;
+ } else {
+ Vector4 v = value;
+
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
}
}
} break;
@@ -670,7 +719,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[i + 15] = 1;
}
}
- } else {
+ } else if (value.get_type() == Variant::TRANSFORM3D) {
Transform3D v = value;
gui[0] = v.basis.rows[0][0];
gui[1] = v.basis.rows[1][0];
@@ -691,6 +740,13 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[13] = v.origin.y;
gui[14] = v.origin.z;
gui[15] = 1;
+ } else {
+ Projection v = value;
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ gui[i * 4 + j] = v.matrix[i][j];
+ }
+ }
}
} break;
default: {
@@ -2341,16 +2397,27 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
}
if (shader->data) {
+ shader->data->set_path_hint(shader->path_hint);
shader->data->set_code(p_code);
}
for (Material *E : shader->owners) {
Material *material = E;
- material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
_material_queue_update(material, true, true);
}
}
+void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ shader->path_hint = p_path;
+ if (shader->data) {
+ shader->data->set_path_hint(p_path);
+ }
+}
+
String MaterialStorage::shader_get_code(RID p_shader) const {
Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND_V(!shader, String());
@@ -2436,7 +2503,7 @@ void MaterialStorage::_material_uniform_set_erased(void *p_material) {
// if a texture is deleted, so re-create it.
MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
}
- material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
}
@@ -2466,7 +2533,7 @@ void MaterialStorage::_update_queued_materials() {
if (uniforms_changed) {
//some implementations such as 3D renderer cache the matreial uniform set, so update is required
- material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
}
}
@@ -2507,7 +2574,7 @@ void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
}
if (p_shader.is_null()) {
- material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
material->shader_id = 0;
return;
}
@@ -2530,7 +2597,7 @@ void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
material->data->set_next_pass(material->next_pass);
material->data->set_render_priority(material->priority);
//updating happens later
- material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
_material_queue_update(material, true, true);
}
@@ -2576,7 +2643,7 @@ void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material
material->data->set_next_pass(p_next_material);
}
- material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
@@ -2626,7 +2693,7 @@ void MaterialStorage::material_get_instance_shader_parameters(RID p_material, Li
}
}
-void MaterialStorage::material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) {
+void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
p_instance->update_dependency(&material->dependency);
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h
index f83df05355..d5c9980150 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h
@@ -31,12 +31,14 @@
#ifndef MATERIAL_STORAGE_RD_H
#define MATERIAL_STORAGE_RD_H
+#include "core/math/projection.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/storage/material_storage.h"
+#include "servers/rendering/storage/utilities.h"
namespace RendererRD {
@@ -55,6 +57,7 @@ enum ShaderType {
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
+ virtual void set_path_hint(const String &p_hint) = 0;
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
@@ -75,6 +78,7 @@ struct Material;
struct Shader {
ShaderData *data = nullptr;
String code;
+ String path_hint;
ShaderType type;
HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
HashSet<Material *> owners;
@@ -125,7 +129,7 @@ struct Material {
RID next_pass;
SelfList<Material> update_element;
- RendererStorage::Dependency dependency;
+ Dependency dependency;
Material() :
update_element(this) {}
@@ -232,6 +236,86 @@ public:
MaterialStorage();
virtual ~MaterialStorage();
+ /* Helpers */
+
+ static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.basis.rows[0][0];
+ p_array[1] = p_mtx.basis.rows[1][0];
+ p_array[2] = p_mtx.basis.rows[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.basis.rows[0][1];
+ p_array[5] = p_mtx.basis.rows[1][1];
+ p_array[6] = p_mtx.basis.rows[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.basis.rows[0][2];
+ p_array[9] = p_mtx.basis.rows[1][2];
+ p_array[10] = p_mtx.basis.rows[2][2];
+ p_array[11] = 0;
+ p_array[12] = p_mtx.origin.x;
+ p_array[13] = p_mtx.origin.y;
+ p_array[14] = p_mtx.origin.z;
+ p_array[15] = 1;
+ }
+
+ static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.rows[0][0];
+ p_array[1] = p_mtx.rows[1][0];
+ p_array[2] = p_mtx.rows[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.rows[0][1];
+ p_array[5] = p_mtx.rows[1][1];
+ p_array[6] = p_mtx.rows[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.rows[0][2];
+ p_array[9] = p_mtx.rows[1][2];
+ p_array[10] = p_mtx.rows[2][2];
+ p_array[11] = 0;
+ }
+
+ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.rows[0][0];
+ p_array[1] = p_mtx.rows[1][0];
+ p_array[2] = p_mtx.rows[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.rows[0][1];
+ p_array[5] = p_mtx.rows[1][1];
+ p_array[6] = p_mtx.rows[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.rows[0][2];
+ p_array[9] = p_mtx.rows[1][2];
+ p_array[10] = p_mtx.rows[2][2];
+ p_array[11] = 0;
+ }
+
+ static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.basis.rows[0][0];
+ p_array[1] = p_mtx.basis.rows[0][1];
+ p_array[2] = p_mtx.basis.rows[0][2];
+ p_array[3] = p_mtx.origin.x;
+ p_array[4] = p_mtx.basis.rows[1][0];
+ p_array[5] = p_mtx.basis.rows[1][1];
+ p_array[6] = p_mtx.basis.rows[1][2];
+ p_array[7] = p_mtx.origin.y;
+ p_array[8] = p_mtx.basis.rows[2][0];
+ p_array[9] = p_mtx.basis.rows[2][1];
+ p_array[10] = p_mtx.basis.rows[2][2];
+ p_array[11] = p_mtx.origin.z;
+ }
+
+ static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
+ }
+ }
+ }
+
+ static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
+ for (int i = 0; i < 128; i++) {
+ p_array[i] = p_kernel[i];
+ }
+ }
+
/* Samplers */
_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
@@ -282,6 +366,7 @@ public:
virtual void shader_free(RID p_rid) override;
virtual void shader_set_code(RID p_shader, const String &p_code) override;
+ virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
virtual String shader_get_code(RID p_shader) const override;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
@@ -317,7 +402,7 @@ public:
virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
- virtual void material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) override;
+ virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
MaterialDataRequestFunction material_get_data_request_function(ShaderType p_shader_type);
@@ -339,4 +424,4 @@ public:
} // namespace RendererRD
-#endif // !MATERIAL_STORAGE_RD_H
+#endif // MATERIAL_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 1e0d67f269..3875eb6615 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -210,6 +210,8 @@ void MeshStorage::mesh_free(RID p_rid) {
mesh_clear(p_rid);
mesh_set_shadow_mesh(p_rid, RID());
Mesh *mesh = mesh_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!mesh);
+
mesh->dependency.deleted_notify(p_rid);
if (mesh->instances.size()) {
ERR_PRINT("deleting mesh with active instances");
@@ -218,7 +220,7 @@ void MeshStorage::mesh_free(RID p_rid) {
for (Mesh *E : mesh->shadow_owners) {
Mesh *shadow_owner = E;
shadow_owner->shadow_mesh = RID();
- shadow_owner->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
}
mesh_owner.free(p_rid);
@@ -429,12 +431,12 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
_mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
}
- mesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
for (Mesh *E : mesh->shadow_owners) {
Mesh *shadow_owner = E;
shadow_owner->shadow_mesh = RID();
- shadow_owner->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
mesh->material_cache.clear();
@@ -501,7 +503,7 @@ void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_mat
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
mesh->surfaces[p_surface]->material = p_material;
- mesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
mesh->material_cache.clear();
}
@@ -692,7 +694,7 @@ void MeshStorage::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
shadow_mesh->shadow_owners.insert(mesh);
}
- mesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
void MeshStorage::mesh_clear(RID p_mesh) {
@@ -740,12 +742,12 @@ void MeshStorage::mesh_clear(RID p_mesh) {
_mesh_instance_clear(mi);
}
mesh->has_bone_weights = false;
- mesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
for (Mesh *E : mesh->shadow_owners) {
Mesh *shadow_owner = E;
shadow_owner->shadow_mesh = RID();
- shadow_owner->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
}
@@ -1209,7 +1211,7 @@ void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::
multimesh->buffer = RD::get_singleton()->storage_buffer_create(multimesh->instances * multimesh->stride_cache * 4);
}
- multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MULTIMESH);
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH);
}
int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const {
@@ -1243,7 +1245,7 @@ void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
}
}
- multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
#define MULTIMESH_DIRTY_REGION_SIZE 512
@@ -1602,7 +1604,7 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
const float *data = p_buffer.ptr();
_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
- multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
}
@@ -1644,7 +1646,7 @@ void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible
multimesh->visible_instances = p_visible;
- multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
}
int MeshStorage::multimesh_get_visible_instances(RID p_multimesh) const {
@@ -1703,7 +1705,7 @@ void MeshStorage::_update_dirty_multimeshes() {
//aabb is dirty..
_multimesh_re_create_aabb(multimesh, data, visible_instances);
multimesh->aabb_dirty = false;
- multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
}
@@ -1781,7 +1783,7 @@ void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_
}
}
- skeleton->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA);
+ skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_DATA);
}
int MeshStorage::skeleton_get_bone_count(RID p_skeleton) const {
@@ -1902,7 +1904,7 @@ void MeshStorage::_update_dirty_skeletons() {
skeleton_dirty_list = skeleton->dirty_list;
- skeleton->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES);
+ skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_BONES);
skeleton->version++;
@@ -1913,7 +1915,7 @@ void MeshStorage::_update_dirty_skeletons() {
skeleton_dirty_list = nullptr;
}
-void MeshStorage::skeleton_update_dependency(RID p_skeleton, RendererStorage::DependencyTracker *p_instance) {
+void MeshStorage::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND(!skeleton);
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
index 7ce019cf98..396fe9b6a6 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
@@ -35,8 +35,8 @@
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
-#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/storage/mesh_storage.h"
+#include "servers/rendering/storage/utilities.h"
namespace RendererRD {
@@ -143,7 +143,7 @@ struct Mesh {
RID shadow_mesh;
HashSet<Mesh *> shadow_owners;
- RendererStorage::Dependency dependency;
+ Dependency dependency;
};
/* Mesh Instance */
@@ -199,7 +199,7 @@ struct MultiMesh {
bool dirty = false;
MultiMesh *dirty_list = nullptr;
- RendererStorage::Dependency dependency;
+ Dependency dependency;
};
/* Skeleton */
@@ -256,7 +256,7 @@ struct Skeleton {
uint64_t version = 1;
- RendererStorage::Dependency dependency;
+ Dependency dependency;
};
class MeshStorage : public RendererMeshStorage {
@@ -672,7 +672,7 @@ public:
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;
- virtual void skeleton_update_dependency(RID p_skeleton, RendererStorage::DependencyTracker *p_instance) override;
+ virtual void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) override;
void _update_dirty_skeletons();
@@ -703,4 +703,4 @@ public:
} // namespace RendererRD
-#endif // !MESH_STORAGE_RD_H
+#endif // MESH_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index 58a96ed1f9..75977c5bc9 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -30,7 +30,6 @@
#include "particles_storage.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/rendering_server_globals.h"
#include "texture_storage.h"
@@ -321,7 +320,7 @@ void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
particles->prev_phase = 0;
particles->clear = true;
- particles->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_PARTICLES);
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
@@ -356,7 +355,7 @@ void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->custom_aabb = p_aabb;
- particles->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
@@ -370,7 +369,7 @@ void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool
ERR_FAIL_COND(!particles);
particles->use_local_coords = p_enable;
- particles->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_PARTICLES);
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
@@ -386,7 +385,7 @@ void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
particles->prev_phase = 0;
particles->clear = true;
- particles->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_PARTICLES);
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
@@ -419,7 +418,7 @@ void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, doub
particles->prev_phase = 0;
particles->clear = true;
- particles->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_PARTICLES);
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
@@ -436,7 +435,7 @@ void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vec
particles->trail_bind_poses = p_bind_poses;
particles->trail_bind_poses_dirty = true;
- particles->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_PARTICLES);
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
@@ -458,7 +457,7 @@ void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_mat
ERR_FAIL_COND(!particles);
particles->process_material = p_material;
- particles->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_PARTICLES); //the instance buffer may have changed
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); //the instance buffer may have changed
}
RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
@@ -545,7 +544,7 @@ void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_tran
int32_t idx = particles->emission_buffer->particle_count;
if (idx < particles->emission_buffer->particle_max) {
- RendererStorageRD::store_transform(p_transform, particles->emission_buffer->data[idx].xform);
+ RendererRD::MaterialStorage::store_transform(p_transform, particles->emission_buffer->data[idx].xform);
particles->emission_buffer->data[idx].velocity[0] = p_velocity.x;
particles->emission_buffer->data[idx].velocity[1] = p_velocity.y;
@@ -766,9 +765,9 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
frame_params.randomness = p_particles->randomness;
if (p_particles->use_local_coords) {
- RendererStorageRD::store_transform(Transform3D(), frame_params.emission_transform);
+ RendererRD::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform);
} else {
- RendererStorageRD::store_transform(p_particles->emission_transform, frame_params.emission_transform);
+ RendererRD::MaterialStorage::store_transform(p_particles->emission_transform, frame_params.emission_transform);
}
frame_params.cycle = p_particles->cycle_number;
@@ -858,7 +857,7 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
- RendererStorageRD::store_transform(to_collider, attr.transform);
+ RendererRD::MaterialStorage::store_transform(to_collider, attr.transform);
attr.strength = pc->attractor_strength;
attr.attenuation = pc->attractor_attenuation;
attr.directionality = pc->attractor_directionality;
@@ -906,7 +905,7 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
- RendererStorageRD::store_transform(to_collider, col.transform);
+ RendererRD::MaterialStorage::store_transform(to_collider, col.transform);
switch (pc->type) {
case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
@@ -1203,7 +1202,7 @@ void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p
RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
RD::get_singleton()->compute_list_end();
- RendererStorageRD::base_singleton->get_effects()->sort_buffer(particles->particles_sort_uniform_set, particles->amount);
+ RendererCompositorRD::singleton->get_effects()->sort_buffer(particles->particles_sort_uniform_set, particles->amount);
}
copy_push_constant.total_particles *= copy_push_constant.total_particles;
@@ -1383,7 +1382,7 @@ void ParticlesStorage::update_particles() {
}
for (int i = 0; i < particles->trail_bind_poses.size(); i++) {
- RendererStorageRD::store_transform(particles->trail_bind_poses[i], &particles_shader.pose_update_buffer[i * 16]);
+ RendererRD::MaterialStorage::store_transform(particles->trail_bind_poses[i], &particles_shader.pose_update_buffer[i * 16]);
}
RD::get_singleton()->buffer_update(particles->trail_bind_pose_buffer, 0, particles->trail_bind_poses.size() * 16 * sizeof(float), particles_shader.pose_update_buffer.ptr());
@@ -1457,14 +1456,14 @@ void ParticlesStorage::update_particles() {
// In local mode, particle positions are calculated locally (relative to the node position)
// and they're also drawn locally.
// It works as expected, so we just pass an identity transform.
- RendererStorageRD::store_transform(Transform3D(), copy_push_constant.inv_emission_transform);
+ RendererRD::MaterialStorage::store_transform(Transform3D(), copy_push_constant.inv_emission_transform);
} else {
// In global mode, particle positions are calculated globally (relative to the canvas origin)
// but they're drawn locally.
// So, we need to pass the inverse of the emission transform to bring the
// particles to local coordinates before drawing.
Transform3D inv = particles->emission_transform.affine_inverse();
- RendererStorageRD::store_transform(inv, copy_push_constant.inv_emission_transform);
+ RendererRD::MaterialStorage::store_transform(inv, copy_push_constant.inv_emission_transform);
}
copy_push_constant.total_particles = total_amount;
@@ -1500,7 +1499,7 @@ void ParticlesStorage::update_particles() {
RD::get_singleton()->compute_list_end();
}
- particles->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
}
@@ -1513,6 +1512,9 @@ bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
/* Particles SHADER */
+void ParticlesStorage::ParticlesShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) {
ParticlesStorage *particles_storage = ParticlesStorage::get_singleton();
//compile
@@ -1610,7 +1612,22 @@ void ParticlesStorage::ParticlesShaderData::get_param_list(List<PropertyInfo> *p
}
}
+ String last_group;
for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
@@ -1756,7 +1773,7 @@ void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_co
particles_collision->heightfield_texture = RID();
}
particles_collision->type = p_type;
- particles_collision->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
@@ -1770,7 +1787,7 @@ void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_col
ERR_FAIL_COND(!particles_collision);
particles_collision->radius = p_radius;
- particles_collision->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
@@ -1778,7 +1795,7 @@ void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_colli
ERR_FAIL_COND(!particles_collision);
particles_collision->extents = p_extents;
- particles_collision->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
@@ -1812,7 +1829,7 @@ void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_col
void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
- particles_collision->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
index 115633d17a..75f995deeb 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
@@ -37,9 +37,9 @@
#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
-#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/storage/particles_storage.h"
+#include "servers/rendering/storage/utilities.h"
namespace RendererRD {
@@ -226,7 +226,7 @@ struct Particles {
HashSet<RID> collisions;
- RendererStorage::Dependency dependency;
+ Dependency dependency;
double trail_length = 1.0;
bool trails_enabled = false;
@@ -254,7 +254,7 @@ struct ParticlesCollision {
RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
- RendererStorage::Dependency dependency;
+ Dependency dependency;
};
struct ParticlesCollisionInstance {
@@ -363,6 +363,7 @@ private:
uint32_t userdata_count = 0;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -561,4 +562,4 @@ public:
} // namespace RendererRD
-#endif // !PARTICLES_STORAGE_RD_H
+#endif // PARTICLES_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index 329c23bad0..abf364b8b4 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -191,7 +191,7 @@ TextureStorage::TextureStorage() {
}
}
- { //create default cubemap
+ { //create default black cubemap array
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
@@ -219,7 +219,35 @@ TextureStorage::TextureStorage() {
}
}
- { //create default cubemap array
+ { //create default white cubemap array
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.array_layers = 6;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ for (int i = 0; i < 16; i++) {
+ pv.set(i * 4 + 0, 255);
+ pv.set(i * 4 + 1, 255);
+ pv.set(i * 4 + 2, 255);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ for (int i = 0; i < 6; i++) {
+ vpv.push_back(pv);
+ }
+ default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
+ { //create default black cubemap
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
@@ -247,7 +275,7 @@ TextureStorage::TextureStorage() {
}
}
- { //create default cubemap white array
+ { //create default white cubemap
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
@@ -349,7 +377,6 @@ TextureStorage::TextureStorage() {
Vector<uint8_t> pv;
pv.resize(16 * 4);
-
for (int i = 0; i < 16; i++) {
pv.set(i * 4 + 0, 0);
pv.set(i * 4 + 1, 0);
@@ -358,7 +385,6 @@ TextureStorage::TextureStorage() {
}
{
- //take the chance and initialize decal atlas to something
Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
@@ -366,6 +392,29 @@ TextureStorage::TextureStorage() {
}
}
+ { //create default VRS
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8_UINT;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.array_layers = 1;
+ tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+
+ Vector<uint8_t> pv;
+ pv.resize(4 * 4);
+ for (int i = 0; i < 4 * 4; i++) {
+ pv.set(i, 0);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_VRS] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
{
Vector<String> sdf_modes;
sdf_modes.push_back("\n#define MODE_LOAD\n");
@@ -1712,7 +1761,7 @@ void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->extents = p_extents;
- decal->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
@@ -1736,7 +1785,7 @@ void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID
texture_add_to_decal_atlas(decal->textures[p_type]);
}
- decal->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_DECAL);
+ decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_DECAL);
}
void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
@@ -1761,7 +1810,7 @@ void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->cull_mask = p_layers;
- decal->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
@@ -2751,3 +2800,31 @@ void TextureStorage::render_target_set_backbuffer_uniform_set(RID p_render_targe
ERR_FAIL_COND(!rt);
rt->backbuffer_uniform_set = p_uniform_set;
}
+
+void TextureStorage::render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->vrs_mode = p_mode;
+}
+
+void TextureStorage::render_target_set_vrs_texture(RID p_render_target, RID p_texture) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->vrs_texture = p_texture;
+}
+
+RS::ViewportVRSMode TextureStorage::render_target_get_vrs_mode(RID p_render_target) const {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RS::VIEWPORT_VRS_DISABLED);
+
+ return rt->vrs_mode;
+}
+
+RID TextureStorage::render_target_get_vrs_texture(RID p_render_target) const {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ return rt->vrs_texture;
+}
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
index 901f764085..1eb4a283ca 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
@@ -33,8 +33,8 @@
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h"
-#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/storage/texture_storage.h"
+#include "servers/rendering/storage/utilities.h"
namespace RendererRD {
@@ -48,10 +48,12 @@ enum DefaultRDTexture {
DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
+ DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_3D_WHITE,
DEFAULT_RD_TEXTURE_3D_BLACK,
DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_2D_UINT,
+ DEFAULT_RD_TEXTURE_VRS,
DEFAULT_RD_TEXTURE_MAX
};
@@ -189,11 +191,11 @@ struct Decal {
float upper_fade = 0.3;
float lower_fade = 0.3;
bool distance_fade = false;
- float distance_fade_begin = 10;
- float distance_fade_length = 1;
+ float distance_fade_begin = 40.0;
+ float distance_fade_length = 10.0;
float normal_fade = 0.0;
- RendererStorage::Dependency dependency;
+ Dependency dependency;
};
struct RenderTarget {
@@ -229,6 +231,10 @@ struct RenderTarget {
RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
Size2i process_size;
+ // VRS
+ RS::ViewportVRSMode vrs_mode = RS::VIEWPORT_VRS_DISABLED;
+ RID vrs_texture;
+
//texture generated for this owner (nor RD).
RID texture;
bool was_used;
@@ -549,6 +555,12 @@ public:
virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
bool render_target_is_sdf_enabled(RID p_render_target) const;
+ virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override;
+ virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override;
+
+ RS::ViewportVRSMode render_target_get_vrs_mode(RID p_render_target) const;
+ RID render_target_get_vrs_texture(RID p_render_target) const;
+
Size2 render_target_get_size(RID p_render_target);
RID render_target_get_rd_framebuffer(RID p_render_target);
RID render_target_get_rd_texture(RID p_render_target);
@@ -564,4 +576,4 @@ public:
} // namespace RendererRD
-#endif // !_TEXTURE_STORAGE_RD_H
+#endif // TEXTURE_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
index 8c55ff1d0a..a1f62c16c7 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* renderer_storage_rd.cpp */
+/* utilities.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,195 +28,29 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "renderer_storage_rd.h"
-
-#include "core/config/engine.h"
-#include "core/config/project_settings.h"
-#include "core/io/resource_loader.h"
-#include "core/math/math_defs.h"
-#include "renderer_compositor_rd.h"
-#include "servers/rendering/renderer_rd/environment/gi.h"
-#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
-#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
-#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
-#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
-#include "servers/rendering/rendering_server_globals.h"
-#include "servers/rendering/shader_language.h"
-
-/* FOG VOLUMES */
-
-RID RendererStorageRD::fog_volume_allocate() {
- return fog_volume_owner.allocate_rid();
-}
-void RendererStorageRD::fog_volume_initialize(RID p_rid) {
- fog_volume_owner.initialize_rid(p_rid, FogVolume());
-}
-
-void RendererStorageRD::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_COND(!fog_volume);
-
- if (p_shape == fog_volume->shape) {
- return;
- }
-
- fog_volume->shape = p_shape;
- fog_volume->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
+#include "utilities.h"
+#include "../environment/fog.h"
+#include "../environment/gi.h"
+#include "light_storage.h"
+#include "mesh_storage.h"
+#include "particles_storage.h"
+#include "texture_storage.h"
-void RendererStorageRD::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_COND(!fog_volume);
+using namespace RendererRD;
- fog_volume->extents = p_extents;
- fog_volume->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
+Utilities *Utilities::singleton = nullptr;
-void RendererStorageRD::fog_volume_set_material(RID p_fog_volume, RID p_material) {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_COND(!fog_volume);
- fog_volume->material = p_material;
+Utilities::Utilities() {
+ singleton = this;
}
-RID RendererStorageRD::fog_volume_get_material(RID p_fog_volume) const {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_COND_V(!fog_volume, RID());
-
- return fog_volume->material;
+Utilities::~Utilities() {
+ singleton = nullptr;
}
-RS::FogVolumeShape RendererStorageRD::fog_volume_get_shape(RID p_fog_volume) const {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_COND_V(!fog_volume, RS::FOG_VOLUME_SHAPE_BOX);
-
- return fog_volume->shape;
-}
+/* INSTANCES */
-AABB RendererStorageRD::fog_volume_get_aabb(RID p_fog_volume) const {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_COND_V(!fog_volume, AABB());
-
- switch (fog_volume->shape) {
- case RS::FOG_VOLUME_SHAPE_ELLIPSOID:
- case RS::FOG_VOLUME_SHAPE_CONE:
- case RS::FOG_VOLUME_SHAPE_CYLINDER:
- case RS::FOG_VOLUME_SHAPE_BOX: {
- AABB aabb;
- aabb.position = -fog_volume->extents;
- aabb.size = fog_volume->extents * 2;
- return aabb;
- }
- default: {
- // Need some size otherwise will get culled
- return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
- }
- }
-
- return AABB();
-}
-
-Vector3 RendererStorageRD::fog_volume_get_extents(RID p_fog_volume) const {
- const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_COND_V(!fog_volume, Vector3());
- return fog_volume->extents;
-}
-
-/* VISIBILITY NOTIFIER */
-
-RID RendererStorageRD::visibility_notifier_allocate() {
- return visibility_notifier_owner.allocate_rid();
-}
-void RendererStorageRD::visibility_notifier_initialize(RID p_notifier) {
- visibility_notifier_owner.initialize_rid(p_notifier, VisibilityNotifier());
-}
-void RendererStorageRD::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
- VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
- ERR_FAIL_COND(!vn);
- vn->aabb = p_aabb;
- vn->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
-}
-void RendererStorageRD::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
- VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
- ERR_FAIL_COND(!vn);
- vn->enter_callback = p_enter_callbable;
- vn->exit_callback = p_exit_callable;
-}
-
-AABB RendererStorageRD::visibility_notifier_get_aabb(RID p_notifier) const {
- const VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
- ERR_FAIL_COND_V(!vn, AABB());
- return vn->aabb;
-}
-void RendererStorageRD::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
- VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
- ERR_FAIL_COND(!vn);
-
- if (p_enter) {
- if (!vn->enter_callback.is_null()) {
- if (p_deferred) {
- vn->enter_callback.call_deferred(nullptr, 0);
- } else {
- Variant r;
- Callable::CallError ce;
- vn->enter_callback.call(nullptr, 0, r, ce);
- }
- }
- } else {
- if (!vn->exit_callback.is_null()) {
- if (p_deferred) {
- vn->exit_callback.call_deferred(nullptr, 0);
- } else {
- Variant r;
- Callable::CallError ce;
- vn->exit_callback.call(nullptr, 0, r, ce);
- }
- }
- }
-}
-
-/* misc */
-
-void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
- if (RendererRD::MeshStorage::get_singleton()->owns_mesh(p_base)) {
- RendererRD::Mesh *mesh = RendererRD::MeshStorage::get_singleton()->get_mesh(p_base);
- p_instance->update_dependency(&mesh->dependency);
- } else if (RendererRD::MeshStorage::get_singleton()->owns_multimesh(p_base)) {
- RendererRD::MultiMesh *multimesh = RendererRD::MeshStorage::get_singleton()->get_multimesh(p_base);
- p_instance->update_dependency(&multimesh->dependency);
- if (multimesh->mesh.is_valid()) {
- base_update_dependency(multimesh->mesh, p_instance);
- }
- } else if (RendererRD::LightStorage::get_singleton()->owns_reflection_probe(p_base)) {
- RendererRD::ReflectionProbe *rp = RendererRD::LightStorage::get_singleton()->get_reflection_probe(p_base);
- p_instance->update_dependency(&rp->dependency);
- } else if (RendererRD::TextureStorage::get_singleton()->owns_decal(p_base)) {
- RendererRD::Decal *decal = RendererRD::TextureStorage::get_singleton()->get_decal(p_base);
- p_instance->update_dependency(&decal->dependency);
- } else if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_base)) {
- RendererRD::GI::VoxelGI *gip = RendererRD::GI::get_singleton()->get_voxel_gi(p_base);
- p_instance->update_dependency(&gip->dependency);
- } else if (RendererRD::LightStorage::get_singleton()->owns_lightmap(p_base)) {
- RendererRD::Lightmap *lm = RendererRD::LightStorage::get_singleton()->get_lightmap(p_base);
- p_instance->update_dependency(&lm->dependency);
- } else if (RendererRD::LightStorage::get_singleton()->owns_light(p_base)) {
- RendererRD::Light *l = RendererRD::LightStorage::get_singleton()->get_light(p_base);
- p_instance->update_dependency(&l->dependency);
- } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles(p_base)) {
- RendererRD::Particles *p = RendererRD::ParticlesStorage::get_singleton()->get_particles(p_base);
- p_instance->update_dependency(&p->dependency);
- } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
- RendererRD::ParticlesCollision *pc = RendererRD::ParticlesStorage::get_singleton()->get_particles_collision(p_base);
- p_instance->update_dependency(&pc->dependency);
- } else if (fog_volume_owner.owns(p_base)) {
- FogVolume *fv = fog_volume_owner.get_or_null(p_base);
- p_instance->update_dependency(&fv->dependency);
- } else if (visibility_notifier_owner.owns(p_base)) {
- VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_base);
- p_instance->update_dependency(&vn->dependency);
- }
-}
-
-RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const {
+RS::InstanceType Utilities::get_base_type(RID p_rid) const {
if (RendererRD::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
return RS::INSTANCE_MESH;
}
@@ -244,49 +78,17 @@ RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const {
if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
return RS::INSTANCE_PARTICLES_COLLISION;
}
- if (fog_volume_owner.owns(p_rid)) {
+ if (RendererRD::Fog::get_singleton()->owns_fog_volume(p_rid)) {
return RS::INSTANCE_FOG_VOLUME;
}
- if (visibility_notifier_owner.owns(p_rid)) {
+ if (owns_visibility_notifier(p_rid)) {
return RS::INSTANCE_VISIBLITY_NOTIFIER;
}
return RS::INSTANCE_NONE;
}
-void RendererStorageRD::update_dirty_resources() {
- RendererRD::MaterialStorage::get_singleton()->_update_global_variables(); //must do before materials, so it can queue them for update
- RendererRD::MaterialStorage::get_singleton()->_update_queued_materials();
- RendererRD::MeshStorage::get_singleton()->_update_dirty_multimeshes();
- RendererRD::MeshStorage::get_singleton()->_update_dirty_skeletons();
- RendererRD::TextureStorage::get_singleton()->update_decal_atlas();
-}
-
-bool RendererStorageRD::has_os_feature(const String &p_feature) const {
- if (!RD::get_singleton()) {
- return false;
- }
-
- if (p_feature == "rgtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
- return true;
- }
-
- if (p_feature == "s3tc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
- return true;
- }
-
- if (p_feature == "bptc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
- return true;
- }
-
- if ((p_feature == "etc" || p_feature == "etc2") && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
- return true;
- }
-
- return false;
-}
-
-bool RendererStorageRD::free(RID p_rid) {
+bool Utilities::free(RID p_rid) {
if (RendererRD::TextureStorage::get_singleton()->owns_texture(p_rid)) {
RendererRD::TextureStorage::get_singleton()->texture_free(p_rid);
} else if (RendererRD::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
@@ -317,16 +119,12 @@ bool RendererStorageRD::free(RID p_rid) {
RendererRD::ParticlesStorage::get_singleton()->particles_free(p_rid);
} else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
RendererRD::ParticlesStorage::get_singleton()->particles_collision_free(p_rid);
- } else if (visibility_notifier_owner.owns(p_rid)) {
- VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_rid);
- vn->dependency.deleted_notify(p_rid);
- visibility_notifier_owner.free(p_rid);
+ } else if (owns_visibility_notifier(p_rid)) {
+ visibility_notifier_free(p_rid);
} else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision_instance(p_rid)) {
RendererRD::ParticlesStorage::get_singleton()->particles_collision_instance_free(p_rid);
- } else if (fog_volume_owner.owns(p_rid)) {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid);
- fog_volume->dependency.deleted_notify(p_rid);
- fog_volume_owner.free(p_rid);
+ } else if (RendererRD::Fog::get_singleton()->owns_fog_volume(p_rid)) {
+ RendererRD::Fog::get_singleton()->fog_free(p_rid);
} else if (RendererRD::TextureStorage::get_singleton()->owns_render_target(p_rid)) {
RendererRD::TextureStorage::get_singleton()->render_target_free(p_rid);
} else {
@@ -336,49 +134,182 @@ bool RendererStorageRD::free(RID p_rid) {
return true;
}
-void RendererStorageRD::init_effects(bool p_prefer_raster_effects) {
- effects = memnew(EffectsRD(p_prefer_raster_effects));
+/* DEPENDENCIES */
+
+void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
+ if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
+ Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base);
+ p_instance->update_dependency(&mesh->dependency);
+ } else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
+ MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base);
+ p_instance->update_dependency(&multimesh->dependency);
+ if (multimesh->mesh.is_valid()) {
+ base_update_dependency(multimesh->mesh, p_instance);
+ }
+ } else if (LightStorage::get_singleton()->owns_reflection_probe(p_base)) {
+ ReflectionProbe *rp = LightStorage::get_singleton()->get_reflection_probe(p_base);
+ p_instance->update_dependency(&rp->dependency);
+ } else if (TextureStorage::get_singleton()->owns_decal(p_base)) {
+ Decal *decal = TextureStorage::get_singleton()->get_decal(p_base);
+ p_instance->update_dependency(&decal->dependency);
+ } else if (GI::get_singleton()->owns_voxel_gi(p_base)) {
+ GI::VoxelGI *gip = GI::get_singleton()->get_voxel_gi(p_base);
+ p_instance->update_dependency(&gip->dependency);
+ } else if (LightStorage::get_singleton()->owns_lightmap(p_base)) {
+ Lightmap *lm = LightStorage::get_singleton()->get_lightmap(p_base);
+ p_instance->update_dependency(&lm->dependency);
+ } else if (LightStorage::get_singleton()->owns_light(p_base)) {
+ Light *l = LightStorage::get_singleton()->get_light(p_base);
+ p_instance->update_dependency(&l->dependency);
+ } else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) {
+ Particles *p = ParticlesStorage::get_singleton()->get_particles(p_base);
+ p_instance->update_dependency(&p->dependency);
+ } else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
+ ParticlesCollision *pc = ParticlesStorage::get_singleton()->get_particles_collision(p_base);
+ p_instance->update_dependency(&pc->dependency);
+ } else if (Fog::get_singleton()->owns_fog_volume(p_base)) {
+ Fog::FogVolume *fv = Fog::get_singleton()->get_fog_volume(p_base);
+ p_instance->update_dependency(&fv->dependency);
+ } else if (owns_visibility_notifier(p_base)) {
+ VisibilityNotifier *vn = get_visibility_notifier(p_base);
+ p_instance->update_dependency(&vn->dependency);
+ }
+}
+
+/* VISIBILITY NOTIFIER */
+
+RID Utilities::visibility_notifier_allocate() {
+ return visibility_notifier_owner.allocate_rid();
+}
+
+void Utilities::visibility_notifier_initialize(RID p_notifier) {
+ visibility_notifier_owner.initialize_rid(p_notifier, VisibilityNotifier());
+}
+
+void Utilities::visibility_notifier_free(RID p_notifier) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ vn->dependency.deleted_notify(p_notifier);
+ visibility_notifier_owner.free(p_notifier);
+}
+
+void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND(!vn);
+ vn->aabb = p_aabb;
+ vn->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+}
+
+void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND(!vn);
+ vn->enter_callback = p_enter_callbable;
+ vn->exit_callback = p_exit_callable;
+}
+
+AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const {
+ const VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND_V(!vn, AABB());
+ return vn->aabb;
}
-EffectsRD *RendererStorageRD::get_effects() {
- ERR_FAIL_NULL_V_MSG(effects, nullptr, "Effects haven't been initialised yet.");
- return effects;
+void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND(!vn);
+
+ if (p_enter) {
+ if (!vn->enter_callback.is_null()) {
+ if (p_deferred) {
+ vn->enter_callback.call_deferred(nullptr, 0);
+ } else {
+ Variant r;
+ Callable::CallError ce;
+ vn->enter_callback.call(nullptr, 0, r, ce);
+ }
+ }
+ } else {
+ if (!vn->exit_callback.is_null()) {
+ if (p_deferred) {
+ vn->exit_callback.call_deferred(nullptr, 0);
+ } else {
+ Variant r;
+ Callable::CallError ce;
+ vn->exit_callback.call(nullptr, 0, r, ce);
+ }
+ }
+ }
}
-void RendererStorageRD::capture_timestamps_begin() {
+/* TIMING */
+
+void Utilities::capture_timestamps_begin() {
RD::get_singleton()->capture_timestamp("Frame Begin");
}
-void RendererStorageRD::capture_timestamp(const String &p_name) {
+void Utilities::capture_timestamp(const String &p_name) {
RD::get_singleton()->capture_timestamp(p_name);
}
-uint32_t RendererStorageRD::get_captured_timestamps_count() const {
+uint32_t Utilities::get_captured_timestamps_count() const {
return RD::get_singleton()->get_captured_timestamps_count();
}
-uint64_t RendererStorageRD::get_captured_timestamps_frame() const {
+uint64_t Utilities::get_captured_timestamps_frame() const {
return RD::get_singleton()->get_captured_timestamps_frame();
}
-uint64_t RendererStorageRD::get_captured_timestamp_gpu_time(uint32_t p_index) const {
+uint64_t Utilities::get_captured_timestamp_gpu_time(uint32_t p_index) const {
return RD::get_singleton()->get_captured_timestamp_gpu_time(p_index);
}
-uint64_t RendererStorageRD::get_captured_timestamp_cpu_time(uint32_t p_index) const {
+uint64_t Utilities::get_captured_timestamp_cpu_time(uint32_t p_index) const {
return RD::get_singleton()->get_captured_timestamp_cpu_time(p_index);
}
-String RendererStorageRD::get_captured_timestamp_name(uint32_t p_index) const {
+String Utilities::get_captured_timestamp_name(uint32_t p_index) const {
return RD::get_singleton()->get_captured_timestamp_name(p_index);
}
-void RendererStorageRD::update_memory_info() {
+/* MISC */
+
+void Utilities::update_dirty_resources() {
+ MaterialStorage::get_singleton()->_update_global_variables(); //must do before materials, so it can queue them for update
+ MaterialStorage::get_singleton()->_update_queued_materials();
+ MeshStorage::get_singleton()->_update_dirty_multimeshes();
+ MeshStorage::get_singleton()->_update_dirty_skeletons();
+ TextureStorage::get_singleton()->update_decal_atlas();
+}
+
+bool Utilities::has_os_feature(const String &p_feature) const {
+ if (!RD::get_singleton()) {
+ return false;
+ }
+
+ if (p_feature == "rgtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
+ return true;
+ }
+
+ if (p_feature == "s3tc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
+ return true;
+ }
+
+ if (p_feature == "bptc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
+ return true;
+ }
+
+ if ((p_feature == "etc" || p_feature == "etc2") && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
+ return true;
+ }
+
+ return false;
+}
+
+void Utilities::update_memory_info() {
texture_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TEXTURES);
buffer_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_BUFFERS);
total_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TOTAL);
}
-uint64_t RendererStorageRD::get_rendering_info(RS::RenderingInfo p_info) {
+
+uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
return texture_mem_cache;
} else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
@@ -389,31 +320,18 @@ uint64_t RendererStorageRD::get_rendering_info(RS::RenderingInfo p_info) {
return 0;
}
-String RendererStorageRD::get_video_adapter_name() const {
+String Utilities::get_video_adapter_name() const {
return RenderingDevice::get_singleton()->get_device_name();
}
-String RendererStorageRD::get_video_adapter_vendor() const {
+String Utilities::get_video_adapter_vendor() const {
return RenderingDevice::get_singleton()->get_device_vendor_name();
}
-RenderingDevice::DeviceType RendererStorageRD::get_video_adapter_type() const {
+RenderingDevice::DeviceType Utilities::get_video_adapter_type() const {
return RenderingDevice::get_singleton()->get_device_type();
}
-String RendererStorageRD::get_video_adapter_api_version() const {
+String Utilities::get_video_adapter_api_version() const {
return RenderingDevice::get_singleton()->get_device_api_version();
}
-
-RendererStorageRD *RendererStorageRD::base_singleton = nullptr;
-
-RendererStorageRD::RendererStorageRD() {
- base_singleton = this;
-}
-
-RendererStorageRD::~RendererStorageRD() {
- if (effects) {
- memdelete(effects);
- effects = nullptr;
- }
-}
diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.h b/servers/rendering/renderer_rd/storage_rd/utilities.h
new file mode 100644
index 0000000000..a80eb8510e
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/utilities.h
@@ -0,0 +1,122 @@
+/*************************************************************************/
+/* utilities.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef UTILITIES_RD_H
+#define UTILITIES_RD_H
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/storage/utilities.h"
+
+namespace RendererRD {
+
+/* VISIBILITY NOTIFIER */
+
+struct VisibilityNotifier {
+ AABB aabb;
+ Callable enter_callback;
+ Callable exit_callback;
+ Dependency dependency;
+};
+
+class Utilities : public RendererUtilities {
+private:
+ static Utilities *singleton;
+
+ /* VISIBILITY NOTIFIER */
+
+ mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
+
+ /* MISC */
+
+ //keep cached since it can be called form any thread
+ uint64_t texture_mem_cache = 0;
+ uint64_t buffer_mem_cache = 0;
+ uint64_t total_mem_cache = 0;
+
+public:
+ static Utilities *get_singleton() { return singleton; }
+
+ Utilities();
+ virtual ~Utilities() override;
+
+ /* INSTANCES */
+
+ virtual RS::InstanceType get_base_type(RID p_rid) const override;
+ virtual bool free(RID p_rid) override;
+
+ /* DEPENDENCIES */
+
+ virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
+
+ /* VISIBILITY NOTIFIER */
+
+ VisibilityNotifier *get_visibility_notifier(RID p_rid) { return visibility_notifier_owner.get_or_null(p_rid); };
+ bool owns_visibility_notifier(RID p_rid) const { return visibility_notifier_owner.owns(p_rid); };
+
+ virtual RID visibility_notifier_allocate() override;
+ virtual void visibility_notifier_initialize(RID p_notifier) override;
+ virtual void visibility_notifier_free(RID p_notifier) override;
+
+ virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) override;
+ virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) override;
+
+ virtual AABB visibility_notifier_get_aabb(RID p_notifier) const override;
+ virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override;
+
+ /* TIMING */
+
+ virtual void capture_timestamps_begin() override;
+ virtual void capture_timestamp(const String &p_name) override;
+ virtual uint32_t get_captured_timestamps_count() const override;
+ virtual uint64_t get_captured_timestamps_frame() const override;
+ virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override;
+ virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override;
+ virtual String get_captured_timestamp_name(uint32_t p_index) const override;
+
+ /* MISC */
+
+ virtual void update_dirty_resources() override;
+ virtual void set_debug_generate_wireframes(bool p_generate) override {}
+
+ virtual bool has_os_feature(const String &p_feature) const override;
+
+ virtual void update_memory_info() override;
+
+ virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) override;
+
+ virtual String get_video_adapter_name() const override;
+ virtual String get_video_adapter_vendor() const override;
+ virtual RenderingDevice::DeviceType get_video_adapter_type() const override;
+ virtual String get_video_adapter_api_version() const override;
+};
+
+} // namespace RendererRD
+
+#endif // UTILITIES_RD_H
diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
index af22a48716..abf110730b 100644
--- a/servers/rendering/renderer_rd/uniform_set_cache_rd.h
+++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef UNIFORM_SET_CACHE_H
-#define UNIFORM_SET_CACHE_H
+#ifndef UNIFORM_SET_CACHE_RD_H
+#define UNIFORM_SET_CACHE_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/paged_allocator.h"
@@ -220,4 +220,4 @@ public:
~UniformSetCacheRD();
};
-#endif // UNIFORMSETCACHE_H
+#endif // UNIFORM_SET_CACHE_RD_H