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Diffstat (limited to 'servers/rendering/renderer_viewport.cpp')
-rw-r--r--servers/rendering/renderer_viewport.cpp487
1 files changed, 301 insertions, 186 deletions
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index f492c5e9bd..55653b5945 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -34,6 +34,7 @@
#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "rendering_server_globals.h"
+#include "storage/texture_storage.h"
static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
Transform2D xf = p_viewport->global_transform;
@@ -42,7 +43,7 @@ static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport,
if (p_viewport->canvas_map.has(p_canvas->parent)) {
Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
if (p_viewport->snap_2d_transforms_to_pixel) {
- c_xform.elements[2] = c_xform.elements[2].floor();
+ c_xform.columns[2] = c_xform.columns[2].floor();
}
xf = xf * c_xform;
scale = p_canvas->parent_scale;
@@ -51,7 +52,7 @@ static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport,
Transform2D c_xform = p_canvas_data->transform;
if (p_viewport->snap_2d_transforms_to_pixel) {
- c_xform.elements[2] = c_xform.elements[2].floor();
+ c_xform.columns[2] = c_xform.columns[2].floor();
}
xf = xf * c_xform;
@@ -71,29 +72,64 @@ static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport,
return xf;
}
+Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
+ // We need to sort the viewports in a "topological order", children first and
+ // parents last. We also need to keep sibling viewports in the original order
+ // from top to bottom.
+
+ Vector<Viewport *> result;
+ List<Viewport *> nodes;
+
+ for (int i = active_viewports.size() - 1; i >= 0; --i) {
+ Viewport *viewport = active_viewports[i];
+ if (viewport->parent.is_valid()) {
+ continue;
+ }
+
+ nodes.push_back(viewport);
+ result.insert(0, viewport);
+ }
+
+ while (!nodes.is_empty()) {
+ const Viewport *node = nodes[0];
+ nodes.pop_front();
+
+ for (int i = active_viewports.size() - 1; i >= 0; --i) {
+ Viewport *child = active_viewports[i];
+ if (child->parent != node->self) {
+ continue;
+ }
+
+ if (!nodes.find(child)) {
+ nodes.push_back(child);
+ result.insert(0, child);
+ }
+ }
+ }
+
+ return result;
+}
+
void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
if (p_viewport->render_buffers.is_valid()) {
if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
- RSG::scene->free(p_viewport->render_buffers);
- p_viewport->render_buffers = RID();
+ p_viewport->render_buffers.unref();
} else {
- float scaling_3d_scale = p_viewport->scaling_3d_scale;
-
+ const float scaling_3d_scale = p_viewport->scaling_3d_scale;
RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
bool scaling_enabled = true;
if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && (scaling_3d_scale > 1.0)) {
- // FSR is not design for downsampling.
- // Throw a warning and fallback to VIEWPORT_SCALING_3D_MODE_BILINEAR
- WARN_PRINT_ONCE("FSR 3D resolution scaling does not support supersampling. Falling back to bilinear scaling.");
+ // FSR is not designed for downsampling.
+ // Fall back to bilinear scaling.
scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
}
if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && !p_viewport->fsr_enabled) {
// FSR is not actually available.
- // Throw a warning and fallback to disable scaling
- WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Disabling 3D resolution scaling.");
- scaling_enabled = false;
+ // Fall back to bilinear scaling.
+ WARN_PRINT_ONCE("FSR 1.0 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
+ scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
}
if (scaling_3d_scale == 1.0) {
@@ -139,7 +175,11 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
p_viewport->internal_size = Size2(render_width, render_height);
- RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, p_viewport->fsr_mipmap_bias, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding, p_viewport->get_view_count());
+ // At resolution scales lower than 1.0, use negative texture mipmap bias
+ // to compensate for the loss of sharpness.
+ const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
+
+ p_viewport->render_buffers->configure(p_viewport->render_target, Size2i(render_width, render_height), Size2(width, height), p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa_3d, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->view_count);
}
}
}
@@ -155,7 +195,7 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
if (p_viewport->use_occlusion_culling) {
if (p_viewport->occlusion_buffer_dirty) {
float aspect = p_viewport->size.aspect();
- int max_size = occlusion_rays_per_thread * RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
int viewport_size = p_viewport->size.width * p_viewport->size.height;
max_size = CLAMP(max_size, viewport_size / (32 * 32), viewport_size / (2 * 2)); // At least one depth pixel for every 16x16 region. At most one depth pixel for every 2x2 region.
@@ -168,7 +208,7 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
}
float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
- RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
+ RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->use_taa, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
RENDER_TIMESTAMP("< Render 3D Scene");
}
@@ -176,11 +216,11 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
void RendererViewport::_draw_viewport(Viewport *p_viewport) {
if (p_viewport->measure_render_time) {
String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
- RSG::storage->capture_timestamp(rt_id);
+ RSG::utilities->capture_timestamp(rt_id);
timestamp_vp_map[rt_id] = p_viewport->self;
}
- if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") {
+ if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
// This is currently needed for GLES to keep the current window being rendered to up to date
DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
}
@@ -196,8 +236,6 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
}
- Color bgcolor = RSG::storage->get_default_clear_color();
-
if (!p_viewport->disable_2d && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
if (RSG::scene->is_environment(environment)) {
@@ -208,15 +246,6 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
- if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
- if (p_viewport->transparent_bg) {
- bgcolor = Color(0, 0, 0, 0);
- }
- if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
- p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
- }
- }
-
if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
//wants to draw 3D but there is no render buffer, create
p_viewport->render_buffers = RSG::scene->render_buffers_create();
@@ -224,16 +253,21 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
_configure_3d_render_buffers(p_viewport);
}
- RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
+ Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
+
+ if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
+ RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
+ if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
+ p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
+ }
+ }
if (!scenario_draw_canvas_bg && can_draw_3d) {
_draw_3d(p_viewport);
}
if (!p_viewport->disable_2d) {
- int i = 0;
-
- Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
+ RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
RendererCanvasRender::Light *lights = nullptr;
@@ -243,41 +277,40 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
if (p_viewport->sdf_active) {
- //process SDF
+ // Process SDF.
- Rect2 sdf_rect = RSG::storage->render_target_get_sdf_rect(p_viewport->render_target);
+ Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
- //make list of occluders
+ // Make list of occluders.
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
- for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
- if (!F->get()->enabled) {
+ for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
+ if (!F->enabled) {
continue;
}
- F->get()->xform_cache = xf * F->get()->xform;
+ F->xform_cache = xf * F->xform;
- if (sdf_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
- F->get()->next = occluders;
- occluders = F->get();
+ if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
+ F->next = occluders;
+ occluders = F;
}
}
}
RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
- RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
+ RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
- p_viewport->sdf_active = false; // if used, gets set active again
+ p_viewport->sdf_active = false; // If used, gets set active again.
} else {
- RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
+ RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
}
Rect2 shadow_rect;
- int light_count = 0;
int shadow_count = 0;
int directional_light_count = 0;
@@ -287,10 +320,10 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
- //find lights in canvas
+ // Find lights in canvas.
- for (Set<RendererCanvasRender::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
- RendererCanvasRender::Light *cl = F->get();
+ for (RendererCanvasRender::Light *F : canvas->lights) {
+ RendererCanvasRender::Light *cl = F;
if (cl->enabled && cl->texture.is_valid()) {
//not super efficient..
Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
@@ -303,12 +336,10 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
cl->filter_next_ptr = lights;
lights = cl;
- // cl->texture_cache = nullptr;
Transform2D scale;
scale.scale(cl->rect_cache.size);
- scale.elements[2] = cl->rect_cache.position;
+ scale.columns[2] = cl->rect_cache.position;
cl->light_shader_xform = cl->xform * scale;
- //cl->light_shader_pos = cl->xform_cache[2];
if (cl->use_shadow) {
cl->shadows_next_ptr = lights_with_shadow;
if (lights_with_shadow == nullptr) {
@@ -319,21 +350,17 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
lights_with_shadow = cl;
cl->radius_cache = cl->rect_cache.size.length();
}
-
- light_count++;
}
-
- //guess this is not needed, but keeping because it may be
}
}
- for (Set<RendererCanvasRender::Light *>::Element *F = canvas->directional_lights.front(); F; F = F->next()) {
- RendererCanvasRender::Light *cl = F->get();
+ for (RendererCanvasRender::Light *F : canvas->directional_lights) {
+ RendererCanvasRender::Light *cl = F;
if (cl->enabled) {
cl->filter_next_ptr = directional_lights;
directional_lights = cl;
cl->xform_cache = xf * cl->xform;
- cl->xform_cache.elements[2] = Vector2(); //translation is pointless
+ cl->xform_cache.columns[2] = Vector2(); //translation is pointless
if (cl->use_shadow) {
cl->shadows_next_ptr = directional_lights_with_shadow;
directional_lights_with_shadow = cl;
@@ -363,14 +390,14 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
- for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
- if (!F->get()->enabled) {
+ for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
+ if (!F->enabled) {
continue;
}
- F->get()->xform_cache = xf * F->get()->xform;
- if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
- F->get()->next = occluders;
- occluders = F->get();
+ F->xform_cache = xf * F->xform;
+ if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
+ F->next = occluders;
+ occluders = F;
}
}
}
@@ -391,7 +418,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
//update shadows if any
RendererCanvasRender::Light *light = directional_lights_with_shadow;
while (light) {
- Vector2 light_dir = -light->xform_cache.elements[1].normalized(); // Y is light direction
+ Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
float cull_distance = light->directional_distance;
Vector2 light_dir_sign;
@@ -438,26 +465,24 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
- //make list of occluders
- int occ_cullded = 0;
+ // Make list of occluders.
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
- for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
- if (!F->get()->enabled) {
+ for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
+ if (!F->enabled) {
continue;
}
- F->get()->xform_cache = xf * F->get()->xform;
- Transform2D localizer = F->get()->xform_cache.affine_inverse();
+ F->xform_cache = xf * F->xform;
+ Transform2D localizer = F->xform_cache.affine_inverse();
for (int j = 0; j < point_count; j++) {
xf_points[j] = localizer.xform(points[j]);
}
- if (F->get()->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
- F->get()->next = occluders;
- occluders = F->get();
- occ_cullded++;
+ if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
+ F->next = occluders;
+ occluders = F;
}
}
}
@@ -470,7 +495,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
}
- if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
+ if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
@@ -509,7 +534,6 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
if (RSG::canvas->was_sdf_used()) {
p_viewport->sdf_active = true;
}
- i++;
if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
if (!can_draw_3d) {
@@ -531,14 +555,14 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
}
- if (RSG::storage->render_target_is_clear_requested(p_viewport->render_target)) {
+ if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
//was never cleared in the end, force clear it
- RSG::storage->render_target_do_clear_request(p_viewport->render_target);
+ RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
}
if (p_viewport->measure_render_time) {
String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
- RSG::storage->capture_timestamp(rt_id);
+ RSG::utilities->capture_timestamp(rt_id);
timestamp_vp_map[rt_id] = p_viewport->self;
}
}
@@ -561,19 +585,21 @@ void RendererViewport::draw_viewports() {
set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
}
- //sort viewports
- active_viewports.sort_custom<ViewportSort>();
+ if (sorted_active_viewports_dirty) {
+ sorted_active_viewports = _sort_active_viewports();
+ sorted_active_viewports_dirty = false;
+ }
- Map<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
+ HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
//draw viewports
RENDER_TIMESTAMP("> Render Viewports");
//determine what is visible
draw_viewports_pass++;
- for (int i = active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
+ for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
- Viewport *vp = active_viewports[i];
+ Viewport *vp = sorted_active_viewports[i];
if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
continue;
@@ -588,39 +614,32 @@ void RendererViewport::draw_viewports() {
if (vp->use_xr) {
if (xr_interface.is_valid()) {
+ // Ignore update mode we have to commit frames to our XR interface
+ visible = true;
+
// Override our size, make sure it matches our required size and is created as a stereo target
Size2 xr_size = xr_interface->get_render_target_size();
-
- // Would have been nice if we could call viewport_set_size here,
- // but alas that takes our RID and we now have our pointer,
- // also we only check if view_count changes in render_target_set_size so we need to call that for this to reliably change
- vp->occlusion_buffer_dirty = vp->occlusion_buffer_dirty || (vp->size != xr_size);
- vp->size = xr_size;
- uint32_t view_count = xr_interface->get_view_count();
- RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count);
-
- // Inform xr interface we're about to render its viewport, if this returns false we don't render
- visible = xr_interface->pre_draw_viewport(vp->render_target);
+ _viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
} else {
// don't render anything
visible = false;
vp->size = Size2();
}
- }
-
- if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
- visible = true;
- }
-
- if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::storage->render_target_was_used(vp->render_target)) {
- visible = true;
- }
+ } else {
+ if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
+ visible = true;
+ }
- if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
- Viewport *parent = viewport_owner.get_or_null(vp->parent);
- if (parent && parent->last_pass == draw_viewports_pass) {
+ if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
visible = true;
}
+
+ if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
+ Viewport *parent = viewport_owner.get_or_null(vp->parent);
+ if (parent && parent->last_pass == draw_viewports_pass) {
+ visible = true;
+ }
+ }
}
visible = visible && vp->size.x > 1 && vp->size.y > 1;
@@ -634,8 +653,8 @@ void RendererViewport::draw_viewports() {
int objects_drawn = 0;
int draw_calls_used = 0;
- for (int i = 0; i < active_viewports.size(); i++) {
- Viewport *vp = active_viewports[i];
+ for (int i = 0; i < sorted_active_viewports.size(); i++) {
+ Viewport *vp = sorted_active_viewports[i];
if (vp->last_pass != draw_viewports_pass) {
continue; //should not draw
@@ -643,33 +662,46 @@ void RendererViewport::draw_viewports() {
RENDER_TIMESTAMP("> Render Viewport " + itos(i));
- RSG::storage->render_target_set_as_unused(vp->render_target);
+ RSG::texture_storage->render_target_set_as_unused(vp->render_target);
if (vp->use_xr && xr_interface.is_valid()) {
- // check for an external texture destination (disabled for now, not yet supported)
- // RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
- RSG::storage->render_target_set_external_texture(vp->render_target, 0);
-
- // render...
- RSG::scene->set_debug_draw_mode(vp->debug_draw);
-
- // and draw viewport
- _draw_viewport(vp);
-
- // measure
-
- // commit our eyes
- Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
- if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && blits.size() > 0) {
- if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
- blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
- }
+ // Inform XR interface we're about to render its viewport,
+ // if this returns false we don't render.
+ // This usually is a result of the player taking off their headset and OpenXR telling us to skip
+ // rendering frames.
+ if (xr_interface->pre_draw_viewport(vp->render_target)) {
+ RSG::texture_storage->render_target_set_override_color(vp->render_target, xr_interface->get_color_texture());
+ RSG::texture_storage->render_target_set_override_depth(vp->render_target, xr_interface->get_depth_texture());
+ RSG::texture_storage->render_target_set_override_velocity(vp->render_target, xr_interface->get_velocity_texture());
+
+ // render...
+ RSG::scene->set_debug_draw_mode(vp->debug_draw);
+
+ // and draw viewport
+ _draw_viewport(vp);
+
+ // commit our eyes
+ Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
+ if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
+ if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") {
+ if (blits.size() > 0) {
+ RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
+ }
+ RSG::rasterizer->end_frame(true);
+ } else if (blits.size() > 0) {
+ if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
+ blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
+ }
- for (int b = 0; b < blits.size(); b++) {
- blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
+ for (int b = 0; b < blits.size(); b++) {
+ blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
+ }
+ }
}
}
} else {
- RSG::storage->render_target_set_external_texture(vp->render_target, 0);
+ RSG::texture_storage->render_target_set_override_color(vp->render_target, RID()); // TODO if fullscreen output, we can set this to our texture chain
+ RSG::texture_storage->render_target_set_override_depth(vp->render_target, RID());
+ RSG::texture_storage->render_target_set_override_velocity(vp->render_target, RID());
RSG::scene->set_debug_draw_mode(vp->debug_draw);
@@ -691,7 +723,14 @@ void RendererViewport::draw_viewports() {
blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
}
- blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
+ if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") {
+ Vector<BlitToScreen> blit_to_screen_vec;
+ blit_to_screen_vec.push_back(blit);
+ RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blit_to_screen_vec.ptr(), 1);
+ RSG::rasterizer->end_frame(true);
+ } else {
+ blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
+ }
}
}
@@ -728,8 +767,8 @@ void RendererViewport::viewport_initialize(RID p_rid) {
viewport_owner.initialize_rid(p_rid);
Viewport *viewport = viewport_owner.get_or_null(p_rid);
viewport->self = p_rid;
- viewport->render_target = RSG::storage->render_target_create();
- viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
+ viewport->render_target = RSG::texture_storage->render_target_create();
+ viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
viewport->viewport_render_direct_to_screen = false;
viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
@@ -744,7 +783,13 @@ void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
}
viewport->use_xr = p_use_xr;
- _configure_3d_render_buffers(viewport);
+
+ // Re-configure the 3D render buffers when disabling XR. They'll get
+ // re-configured when enabling XR in draw_viewports().
+ if (!p_use_xr) {
+ viewport->view_count = 1;
+ _configure_3d_render_buffers(viewport);
+ }
}
void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
@@ -760,15 +805,19 @@ void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpn
ERR_FAIL_COND(!viewport);
viewport->fsr_sharpness = p_sharpness;
- _configure_3d_render_buffers(viewport);
+ if (viewport->render_buffers.is_valid()) {
+ viewport->render_buffers->set_fsr_sharpness(p_sharpness);
+ }
}
-void RendererViewport::viewport_set_fsr_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
+void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
- viewport->fsr_mipmap_bias = p_mipmap_bias;
- _configure_3d_render_buffers(viewport);
+ viewport->texture_mipmap_bias = p_mipmap_bias;
+ if (viewport->render_buffers.is_valid()) {
+ viewport->render_buffers->set_texture_mipmap_bias(p_mipmap_bias);
+ }
}
void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
@@ -786,34 +835,27 @@ void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_sca
_configure_3d_render_buffers(viewport);
}
-uint32_t RendererViewport::Viewport::get_view_count() {
- uint32_t view_count = 1;
-
- if (use_xr && XRServer::get_singleton() != nullptr) {
- Ref<XRInterface> xr_interface;
-
- xr_interface = XRServer::get_singleton()->get_primary_interface();
- if (xr_interface.is_valid()) {
- view_count = xr_interface->get_view_count();
- }
- }
-
- return view_count;
-}
-
void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
ERR_FAIL_COND(p_width < 0 && p_height < 0);
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
+ ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
- viewport->size = Size2(p_width, p_height);
+ _viewport_set_size(viewport, p_width, p_height, 1);
+}
- uint32_t view_count = viewport->get_view_count();
- RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height, view_count);
- _configure_3d_render_buffers(viewport);
+void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
+ Size2i new_size(p_width, p_height);
+ if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
+ p_viewport->size = new_size;
+ p_viewport->view_count = p_view_count;
- viewport->occlusion_buffer_dirty = true;
+ RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
+ _configure_3d_render_buffers(p_viewport);
+
+ p_viewport->occlusion_buffer_dirty = true;
+ }
}
void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
@@ -827,6 +869,8 @@ void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
} else {
active_viewports.erase(viewport);
}
+
+ sorted_active_viewports_dirty = true;
}
void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
@@ -851,8 +895,8 @@ void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_
// If using OpenGL we can optimize this operation by rendering directly to system_fbo
// instead of rendering to fbo and copying to system_fbo after
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
- RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count());
- RSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
+ RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
+ RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
}
viewport->viewport_to_screen_rect = p_rect;
@@ -860,8 +904,8 @@ void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_
} else {
// if render_direct_to_screen was used, reset size and position
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
- RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
- RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
+ RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
+ RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
}
viewport->viewport_to_screen_rect = Rect2();
@@ -879,17 +923,17 @@ void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool
// if disabled, reset render_target size and position
if (!p_enable) {
- RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
- RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
+ RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
+ RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
}
- RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
+ RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
viewport->viewport_render_direct_to_screen = p_enable;
// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
- RSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->get_view_count());
- RSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
+ RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->view_count);
+ RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
}
}
@@ -904,7 +948,7 @@ RID RendererViewport::viewport_get_texture(RID p_viewport) const {
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND_V(!viewport, RID());
- return RSG::storage->render_target_get_texture(viewport->render_target);
+ return RSG::texture_storage->render_target_get_texture(viewport->render_target);
}
RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
@@ -917,6 +961,22 @@ RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const
return RID();
}
+void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+ uint64_t frame = RSG::rasterizer->get_frame_number();
+ if (viewport->prev_camera_data_frame != frame) {
+ viewport->prev_camera_data = *p_camera_data;
+ viewport->prev_camera_data_frame = frame;
+ }
+}
+
+const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
+ const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND_V(!viewport, nullptr);
+ return &viewport->prev_camera_data;
+}
+
void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
@@ -997,7 +1057,7 @@ void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
- RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
+ RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
viewport->transparent_bg = p_enabled;
}
@@ -1017,31 +1077,42 @@ void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas
viewport->canvas_map[p_canvas].sublayer = p_sublayer;
}
-void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
+void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->shadow_atlas_size = p_size;
viewport->shadow_atlas_16_bits = p_16_bits;
- RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
+ RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
}
-void RendererViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
+void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
- RSG::scene->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
+ RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
}
-void RendererViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa) {
+void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
- if (viewport->msaa == p_msaa) {
+ if (viewport->msaa_2d == p_msaa) {
return;
}
- viewport->msaa = p_msaa;
+ viewport->msaa_2d = p_msaa;
+ RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
+}
+
+void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->msaa_3d == p_msaa) {
+ return;
+ }
+ viewport->msaa_3d = p_msaa;
_configure_3d_render_buffers(viewport);
}
@@ -1056,6 +1127,17 @@ void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::Viewport
_configure_3d_render_buffers(viewport);
}
+void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->use_taa == p_use_taa) {
+ return;
+ }
+ viewport->use_taa = p_use_taa;
+ _configure_3d_render_buffers(viewport);
+}
+
void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
@@ -1064,7 +1146,9 @@ void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_deb
return;
}
viewport->use_debanding = p_use_debanding;
- _configure_3d_render_buffers(viewport);
+ if (viewport->render_buffers.is_valid()) {
+ viewport->render_buffers->set_use_debanding(p_use_debanding);
+ }
}
void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
@@ -1180,25 +1264,56 @@ void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::V
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
- RSG::storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
+ RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
+}
+
+RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
+ RID *rids = nullptr;
+ uint32_t rid_count = viewport_owner.get_rid_count();
+ rids = (RID *)alloca(sizeof(RID *) * rid_count);
+ viewport_owner.fill_owned_buffer(rids);
+ for (uint32_t i = 0; i < rid_count; i++) {
+ Viewport *viewport = viewport_owner.get_or_null(rids[i]);
+ if (viewport->viewport_to_screen == p_id) {
+ return rids[i];
+ }
+ }
+ return RID();
+}
+
+void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
+ _configure_3d_render_buffers(viewport);
+}
+
+void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
+ _configure_3d_render_buffers(viewport);
}
bool RendererViewport::free(RID p_rid) {
if (viewport_owner.owns(p_rid)) {
Viewport *viewport = viewport_owner.get_or_null(p_rid);
- RSG::storage->free(viewport->render_target);
- RSG::scene->free(viewport->shadow_atlas);
+ RSG::texture_storage->render_target_free(viewport->render_target);
+ RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
if (viewport->render_buffers.is_valid()) {
- RSG::scene->free(viewport->render_buffers);
+ viewport->render_buffers.unref();
}
- while (viewport->canvas_map.front()) {
- viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
+ while (viewport->canvas_map.begin()) {
+ viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
}
viewport_set_scenario(p_rid, RID());
active_viewports.erase(viewport);
+ sorted_active_viewports_dirty = true;
if (viewport->use_occlusion_culling) {
RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
@@ -1235,7 +1350,7 @@ void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time,
}
void RendererViewport::set_default_clear_color(const Color &p_color) {
- RSG::storage->set_default_clear_color(p_color);
+ RSG::texture_storage->set_default_clear_color(p_color);
}
// Workaround for setting this on thread.