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-rw-r--r--servers/rendering/renderer_viewport.cpp266
1 files changed, 152 insertions, 114 deletions
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 4f7683493b..c725d93a82 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* renderer_viewport.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* renderer_viewport.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "renderer_viewport.h"
@@ -115,9 +115,8 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
p_viewport->render_buffers.unref();
} else {
- const float scaling_3d_scale = p_viewport->scaling_3d_scale;
+ 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 designed for downsampling.
@@ -133,7 +132,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
}
if (scaling_3d_scale == 1.0) {
- scaling_enabled = false;
+ scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
}
int width;
@@ -141,36 +140,37 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
int render_width;
int render_height;
- if (scaling_enabled) {
- switch (scaling_3d_mode) {
- case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
- // Clamp 3D rendering resolution to reasonable values supported on most hardware.
- // This prevents freezing the engine or outright crashing on lower-end GPUs.
- width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384);
- height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384);
- render_width = width;
- render_height = height;
- break;
- case RS::VIEWPORT_SCALING_3D_MODE_FSR:
- width = p_viewport->size.width;
- height = p_viewport->size.height;
- render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling)
- render_height = MAX(height * scaling_3d_scale, 1.0);
- break;
- default:
- // This is an unknown mode.
- WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
- width = p_viewport->size.width;
- height = p_viewport->size.height;
- render_width = width;
- render_height = height;
- break;
- }
- } else {
- width = p_viewport->size.width;
- height = p_viewport->size.height;
- render_width = width;
- render_height = height;
+ switch (scaling_3d_mode) {
+ case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
+ // Clamp 3D rendering resolution to reasonable values supported on most hardware.
+ // This prevents freezing the engine or outright crashing on lower-end GPUs.
+ width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384);
+ height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384);
+ render_width = width;
+ render_height = height;
+ break;
+ case RS::VIEWPORT_SCALING_3D_MODE_FSR:
+ width = p_viewport->size.width;
+ height = p_viewport->size.height;
+ render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling)
+ render_height = MAX(height * scaling_3d_scale, 1.0);
+ break;
+ case RS::VIEWPORT_SCALING_3D_MODE_OFF:
+ width = p_viewport->size.width;
+ height = p_viewport->size.height;
+ render_width = width;
+ render_height = height;
+ break;
+ default:
+ // This is an unknown mode.
+ WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
+ scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
+ scaling_3d_scale = 1.0;
+ width = p_viewport->size.width;
+ height = p_viewport->size.height;
+ render_width = width;
+ render_height = height;
+ break;
}
p_viewport->internal_size = Size2(render_width, render_height);
@@ -179,7 +179,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
// 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);
+ p_viewport->render_buffers->configure(p_viewport->render_target, Size2i(render_width, render_height), Size2(width, height), scaling_3d_mode, 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);
}
}
}
@@ -229,6 +229,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
int scenario_canvas_max_layer = 0;
+ bool force_clear_render_target = false;
for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
@@ -236,11 +237,16 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
}
- if (!p_viewport->disable_2d && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
+ if (RSG::scene->is_scenario(p_viewport->scenario)) {
RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
if (RSG::scene->is_environment(environment)) {
- scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
- scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
+ if (!p_viewport->disable_2d && !viewport_is_environment_disabled(p_viewport)) {
+ scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
+ scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
+ } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
+ // The scene renderer will still copy over the last frame, so we need to clear the render target.
+ force_clear_render_target = true;
+ }
}
}
@@ -263,6 +269,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
if (!scenario_draw_canvas_bg && can_draw_3d) {
+ if (force_clear_render_target) {
+ RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
+ }
_draw_3d(p_viewport);
}
@@ -496,6 +505,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
+ // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
+ // Clear now otherwise we copy over garbage from the render target.
+ RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
@@ -530,12 +542,15 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
ptr = ptr->filter_next_ptr;
}
- RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel);
+ RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask);
if (RSG::canvas->was_sdf_used()) {
p_viewport->sdf_active = true;
}
if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
+ // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
+ // Clear now otherwise we copy over garbage from the render target.
+ RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
@@ -547,6 +562,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
if (scenario_draw_canvas_bg) {
+ // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
+ // Clear now otherwise we copy over garbage from the render target.
+ RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
@@ -614,32 +632,32 @@ 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();
_viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_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);
} 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::texture_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;
@@ -664,40 +682,43 @@ void RendererViewport::draw_viewports() {
RSG::texture_storage->render_target_set_as_unused(vp->render_target);
if (vp->use_xr && xr_interface.is_valid()) {
- 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);
-
- // 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) {
- 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>();
- }
+ // 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(vp->render_target,
+ xr_interface->get_color_texture(),
+ xr_interface->get_depth_texture(),
+ 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::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::texture_storage->render_target_set_override(vp->render_target, RID(), RID(), RID());
RSG::scene->set_debug_draw_mode(vp->debug_draw);
@@ -832,7 +853,7 @@ void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_sca
}
void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
- ERR_FAIL_COND(p_width < 0 && p_height < 0);
+ ERR_FAIL_COND(p_width < 0 || p_height < 0);
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
@@ -980,11 +1001,21 @@ void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
viewport->disable_2d = p_disable;
}
-void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
+void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
- viewport->disable_environment = p_disable;
+ viewport->disable_environment = p_mode;
+}
+
+bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
+ ERR_FAIL_COND_V(!viewport, false);
+
+ if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
+ Viewport *parent = viewport_owner.get_or_null(viewport->parent);
+ return viewport_is_environment_disabled(parent);
+ }
+ return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
}
void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
@@ -1126,6 +1157,7 @@ void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::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);
+ ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");
if (viewport->use_taa == p_use_taa) {
return;
@@ -1349,6 +1381,12 @@ void RendererViewport::set_default_clear_color(const Color &p_color) {
RSG::texture_storage->set_default_clear_color(p_color);
}
+void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+ viewport->canvas_cull_mask = p_canvas_cull_mask;
+}
+
// Workaround for setting this on thread.
void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);