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-rw-r--r--servers/rendering/dummy/storage/texture_storage.h1
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp296
-rw-r--r--servers/rendering/renderer_canvas_cull.h8
-rw-r--r--servers/rendering/renderer_rd/effects/luminance.cpp255
-rw-r--r--servers/rendering/renderer_rd/effects/luminance.h120
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp138
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h51
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp14
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp87
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp41
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h1
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp39
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp22
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp17
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h3
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp92
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h5
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl (renamed from servers/rendering/renderer_rd/shaders/luminance_reduce.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl (renamed from servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp9
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp8
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp18
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp19
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp34
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h13
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp26
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.h4
-rw-r--r--servers/rendering/renderer_scene_cull.cpp28
-rw-r--r--servers/rendering/renderer_scene_render.cpp2
-rw-r--r--servers/rendering/renderer_viewport.cpp69
-rw-r--r--servers/rendering/rendering_device_binds.cpp2
-rw-r--r--servers/rendering/rendering_server_default.cpp4
-rw-r--r--servers/rendering/rendering_server_default.h3
-rw-r--r--servers/rendering/shader_compiler.cpp58
-rw-r--r--servers/rendering/shader_compiler.h3
-rw-r--r--servers/rendering/shader_language.cpp9
-rw-r--r--servers/rendering/shader_preprocessor.cpp18
-rw-r--r--servers/rendering/shader_preprocessor.h3
-rw-r--r--servers/rendering/shader_types.cpp4
-rw-r--r--servers/rendering/storage/render_scene_buffers.cpp4
-rw-r--r--servers/rendering/storage/render_scene_buffers.h4
-rw-r--r--servers/rendering/storage/texture_storage.h1
61 files changed, 970 insertions, 683 deletions
diff --git a/servers/rendering/dummy/storage/texture_storage.h b/servers/rendering/dummy/storage/texture_storage.h
index 62e1eb326d..fd36e7ac10 100644
--- a/servers/rendering/dummy/storage/texture_storage.h
+++ b/servers/rendering/dummy/storage/texture_storage.h
@@ -154,6 +154,7 @@ public:
virtual RID decal_instance_create(RID p_decal) override { return RID(); }
virtual void decal_instance_free(RID p_decal_instance) override {}
virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override {}
+ virtual void decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) override {}
/* RENDER TARGET */
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index 3510b415d8..b9e3c4f303 100644
--- a/servers/rendering/renderer_canvas_cull.cpp
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -597,7 +597,7 @@ void RendererCanvasCull::canvas_item_add_line(RID p_item, const Point2 &p_from,
Vector2 end_left;
Vector2 end_right;
- if (p_width > 1.001) {
+ if (p_width >= 0.0) {
begin_left = p_from + t;
begin_right = p_from - t;
end_left = p_to + t;
@@ -628,7 +628,7 @@ void RendererCanvasCull::canvas_item_add_line(RID p_item, const Point2 &p_from,
// This value is empirically determined to provide good antialiasing quality
// while not making lines appear too soft.
float border_size = 1.25f;
- if (p_width < 1.0f) {
+ if (0.0f <= p_width && p_width < 1.0f) {
border_size *= p_width;
}
Vector2 dir2 = diff.normalized();
@@ -769,6 +769,49 @@ void RendererCanvasCull::canvas_item_add_line(RID p_item, const Point2 &p_from,
}
}
+static Vector2 compute_polyline_segment_dir(const Vector<Point2> &p_points, int p_index, const Vector2 &p_prev_segment_dir) {
+ int point_count = p_points.size();
+
+ bool is_last_point = (p_index == point_count - 1);
+
+ Vector2 segment_dir;
+
+ if (is_last_point) {
+ segment_dir = p_prev_segment_dir;
+ } else {
+ segment_dir = (p_points[p_index + 1] - p_points[p_index]).normalized();
+
+ if (segment_dir.is_zero_approx()) {
+ segment_dir = p_prev_segment_dir;
+ }
+ }
+
+ return segment_dir;
+}
+
+static Vector2 compute_polyline_edge_offset_clamped(const Vector2 &p_segment_dir, const Vector2 &p_prev_segment_dir) {
+ Vector2 bisector;
+ float length = 1.0f;
+
+ bisector = (p_prev_segment_dir * p_segment_dir.length() - p_segment_dir * p_prev_segment_dir.length()).normalized();
+
+ float angle = atan2f(bisector.cross(p_prev_segment_dir), bisector.dot(p_prev_segment_dir));
+ float sin_angle = sinf(angle);
+
+ if (!Math::is_zero_approx(sin_angle) && !p_segment_dir.is_equal_approx(p_prev_segment_dir)) {
+ length = 1.0f / sin_angle;
+ length = CLAMP(length, -3.0f, 3.0f);
+ } else {
+ bisector = p_segment_dir.orthogonal();
+ }
+
+ if (bisector.is_zero_approx()) {
+ bisector = p_segment_dir.orthogonal();
+ }
+
+ return bisector * length;
+}
+
void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width, bool p_antialiased) {
ERR_FAIL_COND(p_points.size() < 2);
Item *canvas_item = canvas_item_owner.get_or_null(p_item);
@@ -777,20 +820,68 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
Color color = Color(1, 1, 1, 1);
Vector<int> indices;
- int pc = p_points.size();
- int pc2 = pc * 2;
-
- Vector2 prev_t;
- int j2;
+ int point_count = p_points.size();
Item::CommandPolygon *pline = canvas_item->alloc_command<Item::CommandPolygon>();
ERR_FAIL_COND(!pline);
+ if (p_width < 0) {
+ if (p_antialiased) {
+ WARN_PRINT("Antialiasing is not supported for thin polylines drawn using line strips (`p_width < 0`).");
+ }
+
+ pline->primitive = RS::PRIMITIVE_LINE_STRIP;
+
+ if (p_colors.size() == 1 || p_colors.size() == point_count) {
+ pline->polygon.create(indices, p_points, p_colors);
+ } else {
+ Vector<Color> colors;
+ if (p_colors.is_empty()) {
+ colors.push_back(color);
+ } else {
+ colors.resize(point_count);
+ Color *colors_ptr = colors.ptrw();
+ for (int i = 0; i < point_count; i++) {
+ if (i < p_colors.size()) {
+ color = p_colors[i];
+ }
+ colors_ptr[i] = color;
+ }
+ }
+ pline->polygon.create(indices, p_points, colors);
+ }
+ return;
+ }
+
+ int polyline_point_count = point_count * 2;
+
+ bool loop = p_points[0].is_equal_approx(p_points[point_count - 1]);
+ Vector2 first_segment_dir;
+ Vector2 last_segment_dir;
+
+ // Search for first non-zero vector between two segments.
+ for (int i = 1; i < point_count; i++) {
+ first_segment_dir = (p_points[i] - p_points[i - 1]).normalized();
+
+ if (!first_segment_dir.is_zero_approx()) {
+ break;
+ }
+ }
+
+ // Search for last non-zero vector between two segments.
+ for (int i = point_count - 1; i >= 1; i--) {
+ last_segment_dir = (p_points[i] - p_points[i - 1]).normalized();
+
+ if (!last_segment_dir.is_zero_approx()) {
+ break;
+ }
+ }
+
PackedColorArray colors;
PackedVector2Array points;
- colors.resize(pc2);
- points.resize(pc2);
+ colors.resize(polyline_point_count);
+ points.resize(polyline_point_count);
Vector2 *points_ptr = points.ptrw();
Color *colors_ptr = colors.ptrw();
@@ -845,14 +936,14 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
PackedColorArray colors_left;
PackedVector2Array points_left;
- colors_left.resize(pc2);
- points_left.resize(pc2);
+ colors_left.resize(polyline_point_count);
+ points_left.resize(polyline_point_count);
PackedColorArray colors_right;
PackedVector2Array points_right;
- colors_right.resize(pc2);
- points_right.resize(pc2);
+ colors_right.resize(polyline_point_count);
+ points_right.resize(polyline_point_count);
Item::CommandPolygon *pline_begin = canvas_item->alloc_command<Item::CommandPolygon>();
ERR_FAIL_COND(!pline_begin);
@@ -898,79 +989,81 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
Color *colors_left_ptr = colors_left.ptrw();
Color *colors_right_ptr = colors_right.ptrw();
- for (int i = 0, j = 0; i < pc; i++, j += 2) {
- bool is_begin = i == 0;
- bool is_end = i == pc - 1;
+ Vector2 prev_segment_dir;
+ for (int i = 0; i < point_count; i++) {
+ bool is_first_point = (i == 0);
+ bool is_last_point = (i == point_count - 1);
- Vector2 t;
- Vector2 end_border;
- Vector2 begin_border;
- if (is_end) {
- t = prev_t;
- end_border = (p_points[i] - p_points[i - 1]).normalized() * border_size;
- } else {
- t = (p_points[i + 1] - p_points[i]).normalized().orthogonal();
- if (is_begin) {
- prev_t = t;
- begin_border = (p_points[i] - p_points[i + 1]).normalized() * border_size;
- }
+ Vector2 segment_dir = compute_polyline_segment_dir(p_points, i, prev_segment_dir);
+ if (is_first_point && loop) {
+ prev_segment_dir = last_segment_dir;
+ } else if (is_last_point && loop) {
+ prev_segment_dir = first_segment_dir;
}
- j2 = j + 1;
+ Vector2 base_edge_offset;
+ if (is_first_point && !loop) {
+ base_edge_offset = first_segment_dir.orthogonal();
+ } else if (is_last_point && !loop) {
+ base_edge_offset = last_segment_dir.orthogonal();
+ } else {
+ base_edge_offset = compute_polyline_edge_offset_clamped(segment_dir, prev_segment_dir);
+ }
- Vector2 dir = (t + prev_t).normalized();
- Vector2 tangent = dir * p_width * 0.5;
- Vector2 border = dir * border_size;
+ Vector2 edge_offset = base_edge_offset * (p_width * 0.5f);
+ Vector2 border = base_edge_offset * border_size;
Vector2 pos = p_points[i];
- points_ptr[j] = pos + tangent;
- points_ptr[j2] = pos - tangent;
+ points_ptr[i * 2 + 0] = pos + edge_offset;
+ points_ptr[i * 2 + 1] = pos - edge_offset;
- points_left_ptr[j] = pos + tangent + border;
- points_left_ptr[j2] = pos + tangent;
+ points_left_ptr[i * 2 + 0] = pos + edge_offset + border;
+ points_left_ptr[i * 2 + 1] = pos + edge_offset;
- points_right_ptr[j] = pos - tangent;
- points_right_ptr[j2] = pos - tangent - border;
+ points_right_ptr[i * 2 + 0] = pos - edge_offset;
+ points_right_ptr[i * 2 + 1] = pos - edge_offset - border;
if (i < p_colors.size()) {
color = p_colors[i];
color2 = Color(color.r, color.g, color.b, 0);
}
- colors_ptr[j] = color;
- colors_ptr[j2] = color;
+ colors_ptr[i * 2 + 0] = color;
+ colors_ptr[i * 2 + 1] = color;
+
+ colors_left_ptr[i * 2 + 0] = color2;
+ colors_left_ptr[i * 2 + 1] = color;
- colors_left_ptr[j] = color2;
- colors_left_ptr[j2] = color;
+ colors_right_ptr[i * 2 + 0] = color;
+ colors_right_ptr[i * 2 + 1] = color2;
- colors_right_ptr[j] = color;
- colors_right_ptr[j2] = color2;
+ if (is_first_point) {
+ Vector2 begin_border = loop ? Vector2() : -segment_dir * border_size;
- if (is_begin) {
- points_begin_ptr[0] = pos + tangent + begin_border;
- points_begin_ptr[1] = pos - tangent + begin_border;
- points_begin_ptr[2] = pos + tangent;
- points_begin_ptr[3] = pos - tangent;
+ points_begin_ptr[0] = pos + edge_offset + begin_border;
+ points_begin_ptr[1] = pos - edge_offset + begin_border;
+ points_begin_ptr[2] = pos + edge_offset;
+ points_begin_ptr[3] = pos - edge_offset;
colors_begin_ptr[0] = color2;
colors_begin_ptr[1] = color2;
colors_begin_ptr[2] = color;
colors_begin_ptr[3] = color;
- points_begin_left_corner_ptr[0] = pos - tangent - border;
- points_begin_left_corner_ptr[1] = pos - tangent + begin_border - border;
- points_begin_left_corner_ptr[2] = pos - tangent;
- points_begin_left_corner_ptr[3] = pos - tangent + begin_border;
+ points_begin_left_corner_ptr[0] = pos - edge_offset - border;
+ points_begin_left_corner_ptr[1] = pos - edge_offset + begin_border - border;
+ points_begin_left_corner_ptr[2] = pos - edge_offset;
+ points_begin_left_corner_ptr[3] = pos - edge_offset + begin_border;
colors_begin_left_corner_ptr[0] = color2;
colors_begin_left_corner_ptr[1] = color2;
colors_begin_left_corner_ptr[2] = color;
colors_begin_left_corner_ptr[3] = color2;
- points_begin_right_corner_ptr[0] = pos + tangent + begin_border;
- points_begin_right_corner_ptr[1] = pos + tangent + begin_border + border;
- points_begin_right_corner_ptr[2] = pos + tangent;
- points_begin_right_corner_ptr[3] = pos + tangent + border;
+ points_begin_right_corner_ptr[0] = pos + edge_offset + begin_border;
+ points_begin_right_corner_ptr[1] = pos + edge_offset + begin_border + border;
+ points_begin_right_corner_ptr[2] = pos + edge_offset;
+ points_begin_right_corner_ptr[3] = pos + edge_offset + border;
colors_begin_right_corner_ptr[0] = color2;
colors_begin_right_corner_ptr[1] = color2;
@@ -978,31 +1071,33 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
colors_begin_right_corner_ptr[3] = color2;
}
- if (is_end) {
- points_end_ptr[0] = pos + tangent + end_border;
- points_end_ptr[1] = pos - tangent + end_border;
- points_end_ptr[2] = pos + tangent;
- points_end_ptr[3] = pos - tangent;
+ if (is_last_point) {
+ Vector2 end_border = loop ? Vector2() : prev_segment_dir * border_size;
+
+ points_end_ptr[0] = pos + edge_offset + end_border;
+ points_end_ptr[1] = pos - edge_offset + end_border;
+ points_end_ptr[2] = pos + edge_offset;
+ points_end_ptr[3] = pos - edge_offset;
colors_end_ptr[0] = color2;
colors_end_ptr[1] = color2;
colors_end_ptr[2] = color;
colors_end_ptr[3] = color;
- points_end_left_corner_ptr[0] = pos - tangent - border;
- points_end_left_corner_ptr[1] = pos - tangent + end_border - border;
- points_end_left_corner_ptr[2] = pos - tangent;
- points_end_left_corner_ptr[3] = pos - tangent + end_border;
+ points_end_left_corner_ptr[0] = pos - edge_offset - border;
+ points_end_left_corner_ptr[1] = pos - edge_offset + end_border - border;
+ points_end_left_corner_ptr[2] = pos - edge_offset;
+ points_end_left_corner_ptr[3] = pos - edge_offset + end_border;
colors_end_left_corner_ptr[0] = color2;
colors_end_left_corner_ptr[1] = color2;
colors_end_left_corner_ptr[2] = color;
colors_end_left_corner_ptr[3] = color2;
- points_end_right_corner_ptr[0] = pos + tangent + end_border;
- points_end_right_corner_ptr[1] = pos + tangent + end_border + border;
- points_end_right_corner_ptr[2] = pos + tangent;
- points_end_right_corner_ptr[3] = pos + tangent + border;
+ points_end_right_corner_ptr[0] = pos + edge_offset + end_border;
+ points_end_right_corner_ptr[1] = pos + edge_offset + end_border + border;
+ points_end_right_corner_ptr[2] = pos + edge_offset;
+ points_end_right_corner_ptr[3] = pos + edge_offset + border;
colors_end_right_corner_ptr[0] = color2;
colors_end_right_corner_ptr[1] = color2;
@@ -1010,7 +1105,7 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
colors_end_right_corner_ptr[3] = color2;
}
- prev_t = t;
+ prev_segment_dir = segment_dir;
}
pline_begin->primitive = RS::PRIMITIVE_TRIANGLE_STRIP;
@@ -1039,33 +1134,41 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
} else {
// Makes a single triangle strip for drawing the line.
- for (int i = 0, j = 0; i < pc; i++, j += 2) {
- Vector2 t;
- if (i == pc - 1) {
- t = prev_t;
- } else {
- t = (p_points[i + 1] - p_points[i]).normalized().orthogonal();
- if (i == 0) {
- prev_t = t;
- }
+ Vector2 prev_segment_dir;
+ for (int i = 0; i < point_count; i++) {
+ bool is_first_point = (i == 0);
+ bool is_last_point = (i == point_count - 1);
+
+ Vector2 segment_dir = compute_polyline_segment_dir(p_points, i, prev_segment_dir);
+ if (is_first_point && loop) {
+ prev_segment_dir = last_segment_dir;
+ } else if (is_last_point && loop) {
+ prev_segment_dir = first_segment_dir;
}
- j2 = j + 1;
+ Vector2 base_edge_offset;
+ if (is_first_point && !loop) {
+ base_edge_offset = first_segment_dir.orthogonal();
+ } else if (is_last_point && !loop) {
+ base_edge_offset = last_segment_dir.orthogonal();
+ } else {
+ base_edge_offset = compute_polyline_edge_offset_clamped(segment_dir, prev_segment_dir);
+ }
- Vector2 tangent = ((t + prev_t).normalized()) * p_width * 0.5;
+ Vector2 edge_offset = base_edge_offset * (p_width * 0.5f);
Vector2 pos = p_points[i];
- points_ptr[j] = pos + tangent;
- points_ptr[j2] = pos - tangent;
+ points_ptr[i * 2 + 0] = pos + edge_offset;
+ points_ptr[i * 2 + 1] = pos - edge_offset;
if (i < p_colors.size()) {
color = p_colors[i];
}
- colors_ptr[j] = color;
- colors_ptr[j2] = color;
+ colors_ptr[i * 2 + 0] = color;
+ colors_ptr[i * 2 + 1] = color;
- prev_t = t;
+ prev_segment_dir = segment_dir;
}
}
@@ -1077,7 +1180,7 @@ void RendererCanvasCull::canvas_item_add_multiline(RID p_item, const Vector<Poin
ERR_FAIL_COND(p_points.size() < 2);
// TODO: `canvas_item_add_line`(`multiline`, `polyline`) share logic, should factor out.
- if (p_width <= 1) {
+ if (p_width < 0) {
Item *canvas_item = canvas_item_owner.get_or_null(p_item);
ERR_FAIL_COND(!canvas_item);
@@ -1133,20 +1236,23 @@ void RendererCanvasCull::canvas_item_add_circle(RID p_item, const Point2 &p_pos,
static const int circle_points = 64;
points.resize(circle_points);
+ Vector2 *points_ptr = points.ptrw();
const real_t circle_point_step = Math_TAU / circle_points;
for (int i = 0; i < circle_points; i++) {
float angle = i * circle_point_step;
- points.write[i].x = Math::cos(angle) * p_radius;
- points.write[i].y = Math::sin(angle) * p_radius;
- points.write[i] += p_pos;
+ points_ptr[i].x = Math::cos(angle) * p_radius;
+ points_ptr[i].y = Math::sin(angle) * p_radius;
+ points_ptr[i] += p_pos;
}
+
indices.resize((circle_points - 2) * 3);
+ int *indices_ptr = indices.ptrw();
for (int i = 0; i < circle_points - 2; i++) {
- indices.write[i * 3 + 0] = 0;
- indices.write[i * 3 + 1] = i + 1;
- indices.write[i * 3 + 2] = i + 2;
+ indices_ptr[i * 3 + 0] = 0;
+ indices_ptr[i * 3 + 1] = i + 1;
+ indices_ptr[i * 3 + 2] = i + 2;
}
Vector<Color> color;
@@ -1313,7 +1419,7 @@ void RendererCanvasCull::canvas_item_add_nine_patch(RID p_item, const Rect2 &p_r
style->axis_y = p_y_axis_mode;
}
-void RendererCanvasCull::canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width) {
+void RendererCanvasCull::canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture) {
uint32_t pc = p_points.size();
ERR_FAIL_COND(pc == 0 || pc > 4);
diff --git a/servers/rendering/renderer_canvas_cull.h b/servers/rendering/renderer_canvas_cull.h
index 4d0be48cc0..1106fc4f1e 100644
--- a/servers/rendering/renderer_canvas_cull.h
+++ b/servers/rendering/renderer_canvas_cull.h
@@ -221,9 +221,9 @@ public:
void canvas_item_set_update_when_visible(RID p_item, bool p_update);
- void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0, bool p_antialiased = false);
- void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false);
- void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
+ void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = -1.0, bool p_antialiased = false);
+ void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = -1.0, bool p_antialiased = false);
+ void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = -1.0);
void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color);
void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color);
void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false);
@@ -231,7 +231,7 @@ public:
void canvas_item_add_msdf_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, float p_px_range = 1.0, float p_scale = 1.0);
void canvas_item_add_lcd_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1));
void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, RS::NinePatchAxisMode p_x_axis_mode = RS::NINE_PATCH_STRETCH, RS::NinePatchAxisMode p_y_axis_mode = RS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1));
- void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0);
+ void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture);
void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID());
void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1);
void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID());
diff --git a/servers/rendering/renderer_rd/effects/luminance.cpp b/servers/rendering/renderer_rd/effects/luminance.cpp
new file mode 100644
index 0000000000..7462282932
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/luminance.cpp
@@ -0,0 +1,255 @@
+/**************************************************************************/
+/* luminance.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 "luminance.h"
+#include "../framebuffer_cache_rd.h"
+#include "../uniform_set_cache_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+
+using namespace RendererRD;
+
+Luminance::Luminance(bool p_prefer_raster_effects) {
+ prefer_raster_effects = p_prefer_raster_effects;
+
+ if (prefer_raster_effects) {
+ Vector<String> luminance_reduce_modes;
+ luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
+ luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
+ luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
+
+ luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
+ luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
+
+ for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+ luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ } else {
+ // Initialize luminance_reduce
+ Vector<String> luminance_reduce_modes;
+ luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
+ luminance_reduce_modes.push_back("\n");
+ luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
+
+ luminance_reduce.shader.initialize(luminance_reduce_modes);
+ luminance_reduce.shader_version = luminance_reduce.shader.version_create();
+
+ for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
+ luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
+ }
+
+ for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+ luminance_reduce_raster.pipelines[i].clear();
+ }
+ }
+}
+
+Luminance::~Luminance() {
+ if (prefer_raster_effects) {
+ luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
+ } else {
+ luminance_reduce.shader.version_free(luminance_reduce.shader_version);
+ }
+}
+
+void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) {
+ prefer_raster_effects = p_prefer_raster_effects;
+}
+
+void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) {
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ int w = internal_size.x;
+ int h = internal_size.y;
+
+ while (true) {
+ w = MAX(w / 8, 1);
+ h = MAX(h / 8, 1);
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ tf.width = w;
+ tf.height = h;
+
+ bool final = w == 1 && h == 1;
+
+ if (prefer_raster_effects) {
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ } else {
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+ if (final) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
+ }
+ }
+
+ RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ reduce.push_back(texture);
+
+ if (final) {
+ current = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ break;
+ }
+ }
+}
+
+void Luminance::LuminanceBuffers::free_data() {
+ for (int i = 0; i < reduce.size(); i++) {
+ RD::get_singleton()->free(reduce[i]);
+ }
+ reduce.clear();
+
+ if (current.is_valid()) {
+ RD::get_singleton()->free(current);
+ current = RID();
+ }
+}
+
+Ref<Luminance::LuminanceBuffers> Luminance::get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
+ return p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
+ }
+
+ Ref<LuminanceBuffers> buffers;
+ buffers.instantiate();
+ buffers->set_prefer_raster_effects(prefer_raster_effects);
+ buffers->configure(p_render_buffers.ptr());
+
+ p_render_buffers->set_custom_data(RB_LUMINANCE_BUFFERS, buffers);
+
+ return buffers;
+}
+
+RID Luminance::get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
+ Ref<LuminanceBuffers> buffers = p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
+ return buffers->current;
+ }
+
+ return RID();
+}
+
+void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
+ 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_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ if (prefer_raster_effects) {
+ LuminanceReduceRasterPushConstant push_constant;
+ memset(&push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
+
+ push_constant.max_luminance = p_max_luminance;
+ push_constant.min_luminance = p_min_luminance;
+ push_constant.exposure_adjust = p_adjust;
+
+ for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
+ push_constant.source_size[0] = i == 0 ? p_source_size.x : push_constant.dest_size[0];
+ push_constant.source_size[1] = i == 0 ? p_source_size.y : push_constant.dest_size[1];
+ push_constant.dest_size[0] = MAX(push_constant.source_size[0] / 8, 1);
+ push_constant.dest_size[1] = MAX(push_constant.source_size[1] / 8, 1);
+
+ bool final = !p_set && (push_constant.dest_size[0] == 1) && (push_constant.dest_size[1] == 1);
+ LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
+ RID shader = luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, mode);
+
+ RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_luminance_buffers->reduce[i]);
+
+ RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, i == 0 ? p_source_texture : p_luminance_buffers->reduce[i - 1] }));
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+ if (final) {
+ RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1);
+ }
+ 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, &push_constant, sizeof(LuminanceReduceRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+ } else {
+ LuminanceReducePushConstant push_constant;
+ memset(&push_constant, 0, sizeof(LuminanceReducePushConstant));
+
+ push_constant.source_size[0] = p_source_size.x;
+ push_constant.source_size[1] = p_source_size.y;
+ push_constant.max_luminance = p_max_luminance;
+ push_constant.min_luminance = p_min_luminance;
+ push_constant.exposure_adjust = p_adjust;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
+ RID shader;
+
+ if (i == 0) {
+ shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_READ);
+ RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+ } else {
+ RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
+
+ if (i == p_luminance_buffers->reduce.size() - 1 && !p_set) {
+ shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_WRITE);
+ RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_current_texture), 2);
+ } else {
+ shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
+ }
+
+ RD::Uniform u_source_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i - 1]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+ }
+
+ RD::Uniform u_reduce_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_reduce_texture), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(LuminanceReducePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.source_size[0], push_constant.source_size[1], 1);
+
+ push_constant.source_size[0] = MAX(push_constant.source_size[0] / 8, 1);
+ push_constant.source_size[1] = MAX(push_constant.source_size[1] / 8, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ SWAP(p_luminance_buffers->current, p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() - 1]);
+}
diff --git a/servers/rendering/renderer_rd/effects/luminance.h b/servers/rendering/renderer_rd/effects/luminance.h
new file mode 100644
index 0000000000..0f343fceab
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/luminance.h
@@ -0,0 +1,120 @@
+/**************************************************************************/
+/* luminance.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef LUMINANCE_RD_H
+#define LUMINANCE_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+#define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers")
+
+namespace RendererRD {
+
+class Luminance {
+private:
+ bool prefer_raster_effects;
+
+ enum LuminanceReduceMode {
+ LUMINANCE_REDUCE_READ,
+ LUMINANCE_REDUCE,
+ LUMINANCE_REDUCE_WRITE,
+ LUMINANCE_REDUCE_MAX
+ };
+
+ struct LuminanceReducePushConstant {
+ int32_t source_size[2];
+ float max_luminance;
+ float min_luminance;
+ float exposure_adjust;
+ float pad[3];
+ };
+
+ struct LuminanceReduce {
+ LuminanceReduceShaderRD shader;
+ RID shader_version;
+ RID pipelines[LUMINANCE_REDUCE_MAX];
+ } luminance_reduce;
+
+ enum LuminanceReduceRasterMode {
+ LUMINANCE_REDUCE_FRAGMENT_FIRST,
+ LUMINANCE_REDUCE_FRAGMENT,
+ LUMINANCE_REDUCE_FRAGMENT_FINAL,
+ LUMINANCE_REDUCE_FRAGMENT_MAX
+ };
+
+ struct LuminanceReduceRasterPushConstant {
+ int32_t source_size[2];
+ int32_t dest_size[2];
+ float exposure_adjust;
+ float min_luminance;
+ float max_luminance;
+ uint32_t pad1;
+ };
+
+ struct LuminanceReduceFragment {
+ LuminanceReduceRasterShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
+ } luminance_reduce_raster;
+
+public:
+ class LuminanceBuffers : public RenderBufferCustomDataRD {
+ GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD);
+
+ private:
+ bool prefer_raster_effects;
+
+ public:
+ Vector<RID> reduce;
+ RID current;
+
+ virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
+ virtual void free_data() override;
+
+ void set_prefer_raster_effects(bool p_prefer_raster_effects);
+ };
+
+ Ref<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers);
+ RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers);
+ void luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
+
+ Luminance(bool p_prefer_raster_effects);
+ ~Luminance();
+};
+
+} // namespace RendererRD
+
+#endif // LUMINANCE_RD_H
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 6d15d5c77b..b7a1396f9c 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -55,36 +55,13 @@ RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
u.append_id(p_image);
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, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0), 1);
image_to_uniform_set_cache[p_image] = uniform_set;
return uniform_set;
}
-RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
- if (texture_to_uniform_set_cache.has(p_texture)) {
- RID uniform_set = texture_to_uniform_set_cache[p_texture];
- 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_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, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, 0), 0);
-
- texture_to_uniform_set_cache[p_texture] = uniform_set;
-
- return uniform_set;
-}
-
RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
if (texture_to_compute_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_compute_uniform_set_cache[p_texture];
@@ -101,86 +78,13 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m
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, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0), 0);
texture_to_compute_uniform_set_cache[p_texture] = uniform_set;
return uniform_set;
}
-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.");
-
- luminance_reduce.push_constant.source_size[0] = p_source_size.x;
- luminance_reduce.push_constant.source_size[1] = p_source_size.y;
- luminance_reduce.push_constant.max_luminance = p_max_luminance;
- luminance_reduce.push_constant.min_luminance = p_min_luminance;
- luminance_reduce.push_constant.exposure_adjust = p_adjust;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- for (int i = 0; i < p_reduce.size(); i++) {
- if (i == 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_texture), 0);
- } else {
- RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
-
- if (i == p_reduce.size() - 1 && !p_set) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_prev_luminance), 2);
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
- }
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0);
- }
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, luminance_reduce.push_constant.source_size[0], luminance_reduce.push_constant.source_size[1], 1);
-
- luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1);
- luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::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) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster version of luminance reduction with the clustered renderer.");
- ERR_FAIL_COND_MSG(p_reduce.size() != p_fb.size(), "Incorrect frame buffer account for luminance reduction.");
-
- luminance_reduce_raster.push_constant.max_luminance = p_max_luminance;
- luminance_reduce_raster.push_constant.min_luminance = p_min_luminance;
- luminance_reduce_raster.push_constant.exposure_adjust = p_adjust;
-
- for (int i = 0; i < p_reduce.size(); i++) {
- luminance_reduce_raster.push_constant.source_size[0] = i == 0 ? p_source_size.x : luminance_reduce_raster.push_constant.dest_size[0];
- luminance_reduce_raster.push_constant.source_size[1] = i == 0 ? p_source_size.y : luminance_reduce_raster.push_constant.dest_size[1];
- luminance_reduce_raster.push_constant.dest_size[0] = MAX(luminance_reduce_raster.push_constant.source_size[0] / 8, 1);
- luminance_reduce_raster.push_constant.dest_size[1] = MAX(luminance_reduce_raster.push_constant.source_size[1] / 8, 1);
-
- bool final = !p_set && (luminance_reduce_raster.push_constant.dest_size[0] == 1) && (luminance_reduce_raster.push_constant.dest_size[1] == 1);
- LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_fb[i])));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(i == 0 ? p_source_texture : p_reduce[i - 1]), 0);
- if (final) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_prev_luminance), 1);
- }
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &luminance_reduce_raster.push_constant, sizeof(LuminanceReduceRasterPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- }
-}
-
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;
@@ -270,39 +174,6 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
prefer_raster_effects = p_prefer_raster_effects;
- if (prefer_raster_effects) {
- Vector<String> luminance_reduce_modes;
- luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
- luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
- luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
-
- luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
- memset(&luminance_reduce_raster.push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
- luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
-
- for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
- luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- }
- } else {
- // Initialize luminance_reduce
- Vector<String> luminance_reduce_modes;
- luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
- luminance_reduce_modes.push_back("\n");
- luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
-
- luminance_reduce.shader.initialize(luminance_reduce_modes);
-
- luminance_reduce.shader_version = luminance_reduce.shader.version_create();
-
- for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
- luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
- }
-
- for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
- luminance_reduce_raster.pipelines[i].clear();
- }
- }
-
if (!prefer_raster_effects) {
// Initialize roughness limiter
Vector<String> shader_modes;
@@ -368,11 +239,6 @@ EffectsRD::~EffectsRD() {
RD::get_singleton()->free(default_mipmap_sampler);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
- if (prefer_raster_effects) {
- luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
- } else {
- luminance_reduce.shader.version_free(luminance_reduce.shader_version);
- }
if (!prefer_raster_effects) {
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
}
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index bbe240b241..45198e5fc5 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -33,8 +33,6 @@
#include "core/math/projection.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
-#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
@@ -45,51 +43,6 @@ class EffectsRD {
private:
bool prefer_raster_effects;
- enum LuminanceReduceMode {
- LUMINANCE_REDUCE_READ,
- LUMINANCE_REDUCE,
- LUMINANCE_REDUCE_WRITE,
- LUMINANCE_REDUCE_MAX
- };
-
- struct LuminanceReducePushConstant {
- int32_t source_size[2];
- float max_luminance;
- float min_luminance;
- float exposure_adjust;
- float pad[3];
- };
-
- struct LuminanceReduce {
- LuminanceReducePushConstant push_constant;
- LuminanceReduceShaderRD shader;
- RID shader_version;
- RID pipelines[LUMINANCE_REDUCE_MAX];
- } luminance_reduce;
-
- enum LuminanceReduceRasterMode {
- LUMINANCE_REDUCE_FRAGMENT_FIRST,
- LUMINANCE_REDUCE_FRAGMENT,
- LUMINANCE_REDUCE_FRAGMENT_FINAL,
- LUMINANCE_REDUCE_FRAGMENT_MAX
- };
-
- struct LuminanceReduceRasterPushConstant {
- int32_t source_size[2];
- int32_t dest_size[2];
- float exposure_adjust;
- float min_luminance;
- float max_luminance;
- uint32_t pad1;
- };
-
- struct LuminanceReduceFragment {
- LuminanceReduceRasterPushConstant push_constant;
- LuminanceReduceRasterShaderRD shader;
- RID shader_version;
- PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
- } luminance_reduce_raster;
-
struct RoughnessLimiterPushConstant {
int32_t screen_size[2];
float curve;
@@ -164,15 +117,11 @@ private:
RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
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);
public:
bool get_prefer_raster_effects();
- void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
- void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
-
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void sort_buffer(RID p_uniform_set, int p_size);
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index a52716cd78..08133bf8d6 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -540,9 +540,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
occlusion_texture = RD::get_singleton()->texture_create_shared(tv, occlusion_data);
}
- for (uint32_t i = 0; i < cascades.size(); i++) {
- SDFGI::Cascade &cascade = cascades[i];
-
+ for (SDFGI::Cascade &cascade : cascades) {
/* 3D Textures */
cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
@@ -743,9 +741,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
}
//direct light
- for (uint32_t i = 0; i < cascades.size(); i++) {
- SDFGI::Cascade &cascade = cascades[i];
-
+ for (SDFGI::Cascade &cascade : cascades) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
@@ -1134,8 +1130,7 @@ void GI::SDFGI::free_data() {
}
GI::SDFGI::~SDFGI() {
- for (uint32_t i = 0; i < cascades.size(); i++) {
- const SDFGI::Cascade &c = cascades[i];
+ for (const SDFGI::Cascade &c : cascades) {
RD::get_singleton()->free(c.light_data);
RD::get_singleton()->free(c.light_aniso_0_tex);
RD::get_singleton()->free(c.light_aniso_1_tex);
@@ -1198,8 +1193,7 @@ void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) {
int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2;
- for (uint32_t i = 0; i < cascades.size(); i++) {
- SDFGI::Cascade &cascade = cascades[i];
+ for (SDFGI::Cascade &cascade : cascades) {
cascade.dirty_regions = Vector3i();
Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 863e8d6c15..7e02f98ce9 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1085,8 +1085,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky->reflection.dirty = true;
}
+ sky_scene_state.ubo.directional_light_count = 0;
if (shader_data->uses_light) {
- sky_scene_state.ubo.directional_light_count = 0;
// Run through the list of lights in the scene and pick out the Directional Lights.
// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
// after the depth prepass, but this runs before the depth prepass
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 85b5ef5e09..ad63d3fd4b 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1365,8 +1365,8 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
}
//cube shadows are rendered in their own way
- for (uint32_t i = 0; i < p_render_data->cube_shadows.size(); i++) {
- _render_shadow_pass(p_render_data->render_shadows[p_render_data->cube_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->cube_shadows[i]].pass, p_render_data->render_shadows[p_render_data->cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
+ for (const int &index : p_render_data->cube_shadows) {
+ _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
}
if (p_render_data->directional_shadows.size()) {
@@ -1480,7 +1480,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
light_storage->update_light_buffers(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
- texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse());
+ texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform);
p_render_data->directional_light_count = directional_light_count;
@@ -1668,39 +1668,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
using_voxelgi = true;
}
- if (p_render_data->environment.is_null() && using_voxelgi) {
- depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI;
- } else if (p_render_data->environment.is_valid() && (environment_get_ssr_enabled(p_render_data->environment) || environment_get_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) {
+ if (p_render_data->environment.is_valid()) {
if (environment_get_sdfgi_enabled(p_render_data->environment)) {
- depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also voxelgi
using_sdfgi = true;
- } else {
- depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
if (environment_get_ssr_enabled(p_render_data->environment)) {
using_separate_specular = true;
using_ssr = true;
color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR;
}
- } else if (p_render_data->environment.is_valid() && (environment_get_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
- depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
- }
-
- switch (depth_pass_mode) {
- case PASS_MODE_DEPTH: {
- depth_framebuffer = rb_data->get_depth_fb();
- } break;
- case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
- depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS);
- depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
- } break;
- case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
- depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI);
- depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
- depth_pass_clear.push_back(Color(0, 0, 0, 0));
- } break;
- default: {
- };
}
if (p_render_data->scene_data->view_count > 1) {
@@ -1731,6 +1707,38 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_end_label();
+ if (rb.is_valid() && !p_render_data->reflection_probe.is_valid()) {
+ if (using_voxelgi) {
+ depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI;
+ } else if (p_render_data->environment.is_valid()) {
+ if (environment_get_ssr_enabled(p_render_data->environment) ||
+ environment_get_sdfgi_enabled(p_render_data->environment) ||
+ environment_get_ssao_enabled(p_render_data->environment) ||
+ using_ssil ||
+ get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER ||
+ scene_state.used_normal_texture) {
+ depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
+ }
+ }
+
+ switch (depth_pass_mode) {
+ case PASS_MODE_DEPTH: {
+ depth_framebuffer = rb_data->get_depth_fb();
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
+ depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS);
+ depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
+ depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI);
+ depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
+ depth_pass_clear.push_back(Color(0, 0, 0, 0));
+ } break;
+ default: {
+ };
+ }
+ }
+
bool using_sss = rb_data.is_valid() && scene_state.used_sss && ss_effects->sss_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
if (using_sss && !using_separate_specular) {
@@ -1914,7 +1922,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
- bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
+ bool can_continue_depth = !(scene_state.used_depth_texture || scene_state.used_normal_texture) && !using_ssr && !using_sss;
{
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
@@ -2407,8 +2415,7 @@ void RenderForwardClustered::_render_shadow_process() {
void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
RD::get_singleton()->draw_command_begin_label("Shadow Render");
- for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
- SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ for (SceneState::ShadowPass &shadow_pass : scene_state.shadow_passes) {
RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, 0, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -3368,9 +3375,7 @@ int RenderForwardClustered::sdfgi_get_pending_region_count(const Ref<RenderScene
Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
int dirty_count = 0;
- for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
- const RendererRD::GI::SDFGI::Cascade &c = sdfgi->cascades[i];
-
+ for (const RendererRD::GI::SDFGI::Cascade &c : sdfgi->cascades) {
if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) {
dirty_count++;
} else {
@@ -3436,7 +3441,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
- bool has_base_alpha = (p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha;
+ bool has_base_alpha = (p_material->shader_data->uses_alpha && (!p_material->shader_data->uses_alpha_clip || p_material->shader_data->uses_alpha_antialiasing)) || has_read_screen_alpha;
bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
bool has_alpha = has_base_alpha || has_blend_alpha;
@@ -3465,7 +3470,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED) {
//material is only meant for alpha pass
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
- if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) {
+ if ((p_material->shader_data->uses_depth_prepass_alpha || p_material->shader_data->uses_alpha_antialiasing) && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
}
@@ -3481,7 +3486,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
void *surface_shadow = nullptr;
- if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
@@ -3999,11 +4004,11 @@ RenderForwardClustered::~RenderForwardClustered() {
RSG::light_storage->directional_shadow_atlas_set_size(0);
{
- for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
- RD::get_singleton()->free(scene_state.uniform_buffers[i]);
+ for (const RID &rid : scene_state.uniform_buffers) {
+ RD::get_singleton()->free(rid);
}
- for (uint32_t i = 0; i < scene_state.implementation_uniform_buffers.size(); i++) {
- RD::get_singleton()->free(scene_state.implementation_uniform_buffers[i]);
+ for (const RID &rid : scene_state.implementation_uniform_buffers) {
+ RD::get_singleton()->free(rid);
}
RD::get_singleton()->free(scene_state.lightmap_buffer);
RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
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 9117320eab..412406c0b4 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
@@ -44,7 +44,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
valid = false;
ubo_size = 0;
uniforms.clear();
- uses_screen_texture = false;
if (code.is_empty()) {
return; //just invalid, but no error
@@ -60,6 +59,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
uses_point_size = false;
uses_alpha = false;
uses_alpha_clip = false;
+ uses_alpha_antialiasing = false;
uses_blend_alpha = false;
uses_depth_prepass_alpha = false;
uses_discard = false;
@@ -72,9 +72,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
uses_position = false;
uses_sss = false;
uses_transmittance = false;
- uses_screen_texture = false;
- uses_depth_texture = false;
- uses_normal_texture = false;
uses_time = false;
writes_modelview_or_projection = false;
uses_world_coordinates = false;
@@ -111,17 +108,14 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
- // Use alpha clip pipeline for alpha hash/dither.
- // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
+ actions.usage_flag_pointers["ALPHA_ANTIALIASING_EDGE"] = &uses_alpha_antialiasing;
+ actions.usage_flag_pointers["ALPHA_TEXTURE_COORDINATE"] = &uses_alpha_antialiasing;
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
- actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
- actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
- actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
actions.usage_flag_pointers["DISCARD"] = &uses_discard;
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
@@ -150,6 +144,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_screen_texture = gen_code.uses_screen_texture;
+ uses_depth_texture = gen_code.uses_depth_texture;
+ uses_normal_texture = gen_code.uses_normal_roughness_texture;
uses_vertex_time = gen_code.uses_vertex_time;
uses_fragment_time = gen_code.uses_fragment_time;
@@ -309,14 +306,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
}
RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
- if (depth_pre_pass_enabled && casts_shadows() && !uses_depth_prepass_alpha) {
- // We already have a depth from the depth pre-pass, there is no need to write it again.
- // In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL.
- // This way we can use the early depth test to discard transparent fragments before the fragment shader even starts.
- // This cannot be used with depth_prepass_alpha as it uses a different threshold during the depth-prepass and regular drawing.
- depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL;
- depth_stencil.enable_depth_write = false;
- }
RD::PipelineColorBlendState blend_state;
RD::PipelineMultisampleState multisample_state;
@@ -338,6 +327,14 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
} else {
blend_state = blend_state_color_opaque;
+ if (depth_pre_pass_enabled) {
+ // We already have a depth from the depth pre-pass, there is no need to write it again.
+ // In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL.
+ // This way we can use the early depth test to discard transparent fragments before the fragment shader even starts.
+ depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL;
+ depth_stencil.enable_depth_write = false;
+ }
+
if (l & PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR) {
shader_flags |= SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR;
}
@@ -392,7 +389,7 @@ bool SceneShaderForwardClustered::ShaderData::is_animated() const {
bool SceneShaderForwardClustered::ShaderData::casts_shadows() const {
bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
- bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha;
bool has_alpha = has_base_alpha || uses_blend_alpha;
return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
@@ -606,9 +603,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.renames["POINT_COORD"] = "gl_PointCoord";
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
actions.renames["SCREEN_UV"] = "screen_uv";
- actions.renames["SCREEN_TEXTURE"] = "color_buffer";
- actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
- actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
actions.renames["FOG"] = "fog";
@@ -673,7 +667,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
- actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
@@ -706,10 +699,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
- actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
- actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
-
actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
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 1169ae784c..ffaf091b36 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
@@ -153,6 +153,7 @@ public:
bool uses_alpha = false;
bool uses_blend_alpha = false;
bool uses_alpha_clip = false;
+ bool uses_alpha_antialiasing = false;
bool uses_depth_prepass_alpha = false;
bool uses_discard = false;
bool uses_roughness = false;
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 72857cdea7..25204f1abf 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -251,7 +251,7 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
Size2i target_size = render_buffers->get_target_size();
Size2i internal_size = render_buffers->get_internal_size();
- // can't do our blit pass if resolutions don't match
+ // can't do our blit pass if resolutions don't match, this should already have been checked.
ERR_FAIL_COND_V(target_size != internal_size, RID());
// - opaque pass
@@ -579,8 +579,8 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
}
//cube shadows are rendered in their own way
- for (uint32_t i = 0; i < p_render_data->cube_shadows.size(); i++) {
- _render_shadow_pass(p_render_data->render_shadows[p_render_data->cube_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->cube_shadows[i]].pass, p_render_data->render_shadows[p_render_data->cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
+ for (const int &index : p_render_data->cube_shadows) {
+ _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
}
if (p_render_data->directional_shadows.size()) {
@@ -632,7 +632,7 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
light_storage->update_light_buffers(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
- texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse());
+ texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform);
p_render_data->directional_light_count = directional_light_count;
}
@@ -715,20 +715,26 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// setup rendering to render buffer
screen_size = p_render_data->render_buffers->get_internal_size();
- if (rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) {
- // can't do blit subpass
+ if (rb->get_scaling_3d_mode() != RS::VIEWPORT_SCALING_3D_MODE_OFF) {
+ // can't do blit subpass because we're scaling
using_subpass_post_process = false;
} else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) || RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes))) {
- // can't do blit subpass
+ // can't do blit subpass because we're using post processes
using_subpass_post_process = false;
}
if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
- // can't use our last two subpasses
+ // can't use our last two subpasses because we're reading from screen texture or depth texture
using_subpass_transparent = false;
using_subpass_post_process = false;
}
+ // We do this last because our get_color_fbs creates and caches the framebuffer if we need it.
+ if (using_subpass_post_process && rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) {
+ // can't do blit subpass because we don't have all subpasses
+ using_subpass_post_process = false;
+ }
+
if (using_subpass_post_process) {
// all as subpasses
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES);
@@ -1334,8 +1340,7 @@ void RenderForwardMobile::_render_shadow_process() {
void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
RD::get_singleton()->draw_command_begin_label("Shadow Render");
- for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
- SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ for (SceneState::ShadowPass &shadow_pass : scene_state.shadow_passes) {
RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -2349,9 +2354,9 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
- bool has_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha);
+ bool has_base_alpha = p_material->shader_data->uses_alpha && (!p_material->shader_data->uses_alpha_clip || p_material->shader_data->uses_alpha_antialiasing);
bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
- bool has_alpha = has_base_alpha || has_blend_alpha;
+ bool has_alpha = has_base_alpha || has_blend_alpha || has_read_screen_alpha;
uint32_t flags = 0;
@@ -2375,10 +2380,10 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
}
- if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
+ if (has_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
//material is only meant for alpha pass
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
- if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
+ if ((p_material->shader_data->uses_depth_prepass_alpha || p_material->shader_data->uses_alpha_antialiasing) && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
}
@@ -2394,7 +2399,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
SceneShaderForwardMobile::MaterialData *material_shadow = nullptr;
void *surface_shadow = nullptr;
- if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip) {
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
@@ -2804,8 +2809,8 @@ RenderForwardMobile::~RenderForwardMobile() {
}
{
- for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
- RD::get_singleton()->free(scene_state.uniform_buffers[i]);
+ for (const RID &rid : scene_state.uniform_buffers) {
+ RD::get_singleton()->free(rid);
}
RD::get_singleton()->free(scene_state.lightmap_buffer);
RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
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 2e9a33a636..3d1d78c63d 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
@@ -46,7 +46,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
valid = false;
ubo_size = 0;
uniforms.clear();
- uses_screen_texture = false;
if (code.is_empty()) {
return; //just invalid, but no error
@@ -62,6 +61,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
uses_point_size = false;
uses_alpha = false;
uses_alpha_clip = false;
+ uses_alpha_antialiasing = false;
uses_blend_alpha = false;
uses_depth_prepass_alpha = false;
uses_discard = false;
@@ -73,9 +73,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
uses_vertex = false;
uses_sss = false;
uses_transmittance = false;
- uses_screen_texture = false;
- uses_depth_texture = false;
- uses_normal_texture = false;
uses_time = false;
writes_modelview_or_projection = false;
uses_world_coordinates = false;
@@ -112,17 +109,14 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
- // Use alpha clip pipeline for alpha hash/dither.
- // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
+ actions.usage_flag_pointers["ALPHA_ANTIALIASING_EDGE"] = &uses_alpha_antialiasing;
+ actions.usage_flag_pointers["ALPHA_TEXTURE_COORDINATE"] = &uses_alpha_antialiasing;
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
// actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
// actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
- actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
- actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
- actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
actions.usage_flag_pointers["DISCARD"] = &uses_discard;
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
@@ -151,6 +145,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
depth_test = DepthTest(depth_testi);
uses_vertex_time = gen_code.uses_vertex_time;
uses_fragment_time = gen_code.uses_fragment_time;
+ uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_screen_texture = gen_code.uses_screen_texture;
+ uses_depth_texture = gen_code.uses_depth_texture;
+ uses_normal_texture = gen_code.uses_normal_roughness_texture;
#if 0
print_line("**compiling shader:");
@@ -338,7 +336,7 @@ bool SceneShaderForwardMobile::ShaderData::is_animated() const {
bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
- bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha;
bool has_alpha = has_base_alpha || uses_blend_alpha;
return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
@@ -497,9 +495,6 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.renames["POINT_COORD"] = "gl_PointCoord";
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
actions.renames["SCREEN_UV"] = "screen_uv";
- actions.renames["SCREEN_TEXTURE"] = "color_buffer";
- actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
- actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
actions.renames["FOG"] = "fog";
@@ -564,7 +559,6 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
- actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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 99f252b9ca..6f1f00cedc 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
@@ -114,6 +114,7 @@ public:
bool uses_alpha = false;
bool uses_blend_alpha = false;
bool uses_alpha_clip = false;
+ bool uses_alpha_antialiasing = false;
bool uses_depth_prepass_alpha = false;
bool uses_discard = false;
bool uses_roughness = false;
@@ -127,6 +128,7 @@ public:
bool uses_screen_texture = false;
bool uses_depth_texture = false;
bool uses_normal_texture = false;
+ bool uses_screen_texture_mipmaps = false;
bool uses_time = false;
bool uses_vertex_time = false;
bool uses_fragment_time = false;
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 0c6dcb553a..638fe44266 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -455,7 +455,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
light_count++;
- if (light_count == MAX_LIGHTS_PER_ITEM) {
+ if (light_count == MAX_LIGHTS_PER_ITEM - 1) {
break;
}
}
@@ -525,10 +525,12 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
if (rect->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
+ push_constant.flags |= FLAGS_FLIP_H;
}
if (rect->flags & CANVAS_RECT_FLIP_V) {
src_rect.size.y *= -1;
+ push_constant.flags |= FLAGS_FLIP_V;
}
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
@@ -2034,7 +2036,6 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
- actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
actions.usage_flag_pointers["TIME"] = &uses_time;
@@ -2046,6 +2047,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_screen_texture = gen_code.uses_screen_texture;
if (version.is_null()) {
version = canvas_singleton->shader.canvas_shader.version_create();
@@ -2423,7 +2425,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
actions.renames["SCREEN_UV"] = "screen_uv";
- actions.renames["SCREEN_TEXTURE"] = "screen_texture";
actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
actions.renames["FRAGCOORD"] = "gl_FragCoord";
actions.renames["POINT_COORD"] = "gl_PointCoord";
@@ -2444,7 +2445,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
- actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
@@ -2459,7 +2459,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.custom_samplers["TEXTURE"] = "texture_sampler";
actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
- actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = MATERIAL_UNIFORM_SET;
@@ -2632,8 +2631,10 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
shader_type canvas_item;
+uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
+
void fragment() {
- vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
if (c.a > 0.0001) {
c.rgb /= c.a;
@@ -2657,8 +2658,10 @@ void fragment() {
shader_type canvas_item;
+uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
+
void fragment() {
- vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
COLOR.rgb = c.rgb;
}
)");
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 266083fc49..7dea4a1a65 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -86,6 +86,9 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
FLAGS_USE_MSDF = (1 << 28),
FLAGS_USE_LCD = (1 << 29),
+
+ FLAGS_FLIP_H = (1 << 30),
+ FLAGS_FLIP_V = (1 << 31),
};
enum {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index d426c4fc2e..2a87c4fa8d 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -249,57 +249,6 @@ Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
return rb;
}
-void RendererSceneRenderRD::_allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb) {
- ERR_FAIL_COND(!rb->luminance.current.is_null());
-
- Size2i internal_size = rb->get_internal_size();
- int w = internal_size.x;
- int h = internal_size.y;
-
- while (true) {
- w = MAX(w / 8, 1);
- h = MAX(h / 8, 1);
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = w;
- tf.height = h;
-
- bool final = w == 1 && h == 1;
-
- if (_render_buffers_can_be_storage()) {
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
- if (final) {
- tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
- }
- } else {
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- }
-
- RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- rb->luminance.reduce.push_back(texture);
- if (!_render_buffers_can_be_storage()) {
- Vector<RID> fb;
- fb.push_back(texture);
-
- rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
- }
-
- if (final) {
- rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- if (!_render_buffers_can_be_storage()) {
- Vector<RID> fb;
- fb.push_back(rb->luminance.current);
-
- rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
- }
- break;
- }
- }
-}
-
void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
@@ -443,9 +392,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RENDER_TIMESTAMP("Auto exposure");
RD::get_singleton()->draw_command_begin_label("Auto exposure");
- if (rb->luminance.current.is_null()) {
- _allocate_luminance_textures(rb);
- }
+
+ Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
+
uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
rb->set_auto_exposure_version(auto_exposure_version);
@@ -453,16 +402,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
- if (can_use_storage) {
- RendererCompositorRD::singleton->get_effects()->luminance_reduction(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
- } else {
- RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
- }
+ luminance->luminance_reduction(internal_texture, internal_size, luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
+
// Swap final reduce with prev luminance.
- SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
- if (!can_use_storage) {
- SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
- }
auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
@@ -496,8 +438,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
if (i == 0) {
RID luminance_texture;
- if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
- luminance_texture = rb->luminance.current;
+ if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
+ luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
}
RID source = rb->get_internal_texture(l);
RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
@@ -530,9 +472,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RendererRD::ToneMapper::TonemapSettings tonemap;
- if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
+ tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
+ if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
tonemap.use_auto_exposure = true;
- tonemap.exposure_texture = rb->luminance.current;
tonemap.auto_exposure_scale = auto_exposure_scale;
} else {
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
@@ -597,7 +539,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.view_count = rb->get_view_count();
RID dest_fb;
- if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) {
+ if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
// If we use FSR to upscale we need to write our result into an intermediate buffer.
// Note that this is cached so we only create the texture the first time.
RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
@@ -614,10 +556,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RD::get_singleton()->draw_command_end_label();
}
- if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) {
- // TODO Investigate? Does this work? We never write into our render target and we've already done so up above in our tonemapper.
- // I think FSR should either work before our tonemapper or as an alternative of our tonemapper.
-
+ if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
@@ -746,10 +685,11 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD>
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
- if (p_render_buffers->luminance.current.is_valid()) {
+ RID luminance_texture = luminance->get_current_luminance_buffer(p_render_buffers);
+ if (luminance_texture.is_valid()) {
Size2i rtsize = texture_storage->render_target_get_size(render_target);
- copy_effects->copy_to_fb_rect(p_render_buffers->luminance.current, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
+ copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
}
}
@@ -1334,6 +1274,7 @@ void RendererSceneRenderRD::init() {
bool can_use_vrs = is_vrs_supported();
bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
+ luminance = memnew(RendererRD::Luminance(!can_use_storage));
tone_mapper = memnew(RendererRD::ToneMapper);
if (can_use_vrs) {
vrs = memnew(RendererRD::VRS);
@@ -1354,6 +1295,9 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
if (copy_effects) {
memdelete(copy_effects);
}
+ if (luminance) {
+ memdelete(luminance);
+ }
if (tone_mapper) {
memdelete(tone_mapper);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 54f068c314..6fa2f7a570 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -38,6 +38,7 @@
#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
#include "servers/rendering/renderer_rd/effects/fsr.h"
+#include "servers/rendering/renderer_rd/effects/luminance.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"
@@ -105,6 +106,7 @@ protected:
RendererRD::ForwardIDStorage *forward_id_storage = nullptr;
RendererRD::BokehDOF *bokeh_dof = nullptr;
RendererRD::CopyEffects *copy_effects = nullptr;
+ RendererRD::Luminance *luminance = nullptr;
RendererRD::ToneMapper *tone_mapper = nullptr;
RendererRD::FSR *fsr = nullptr;
RendererRD::VRS *vrs = nullptr;
@@ -180,9 +182,6 @@ private:
/* RENDER BUFFERS */
- // TODO move into effects/luminance.h/cpp
- void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb);
-
/* GI */
bool screen_space_roughness_limiter = false;
float screen_space_roughness_limiter_amount = 0.25;
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index ab64ae1055..533a912a34 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -33,6 +33,7 @@
#include "core/io/compression.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
+#include "core/version.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_device.h"
#include "thirdparty/misc/smolv.h"
@@ -116,6 +117,10 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con
}
StringBuilder tohash;
+ tohash.append("[GodotVersionNumber]");
+ tohash.append(VERSION_NUMBER);
+ tohash.append("[GodotVersionHash]");
+ tohash.append(VERSION_HASH);
tohash.append("[SpirvCacheKey]");
tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
tohash.append("[BinaryCacheKey]");
@@ -160,8 +165,7 @@ void ShaderRD::_clear_version(Version *p_version) {
}
void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
- for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
- const StageTemplate::Chunk &chunk = p_template.chunks[i];
+ for (const StageTemplate::Chunk &chunk : p_template.chunks) {
switch (chunk.type) {
case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
builder.append("\n"); //make sure defines begin at newline
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index eb5f68849e..1fb8b28b15 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -502,6 +502,12 @@ void main() {
if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
+ if (bool(draw_data.flags & FLAGS_FLIP_H)) {
+ normal.x = -normal.x;
+ }
+ if (bool(draw_data.flags & FLAGS_FLIP_V)) {
+ normal.y = -normal.y;
+ }
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 1b627a3e81..a904f4e0a6 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -27,6 +27,9 @@
#define FLAGS_USE_MSDF (1 << 28)
#define FLAGS_USE_LCD (1 << 29)
+#define FLAGS_FLIP_H (1 << 30)
+#define FLAGS_FLIP_V (1 << 31)
+
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
@@ -134,7 +137,7 @@ layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture;
layout(set = 0, binding = 5) uniform sampler shadow_sampler;
-layout(set = 0, binding = 6) uniform texture2D screen_texture;
+layout(set = 0, binding = 6) uniform texture2D color_buffer;
layout(set = 0, binding = 7) uniform texture2D sdf_texture;
layout(set = 0, binding = 8) uniform sampler material_samplers[12];
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl
index 0ee4cf6e31..0ee4cf6e31 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl
index 29ebd74a90..29ebd74a90 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl
index b8860f6518..b8860f6518 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl
diff --git a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
index 134aae5ce7..b1ff46dd3b 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
@@ -56,7 +56,7 @@ vec4 screen_space_to_view_space_depth(vec4 p_depth) {
float depth_linearize_mul = params.z_near;
float depth_linearize_add = params.z_far;
- // Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
+ // Optimized version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
// Set your depth_linearize_mul and depth_linearize_add to:
// depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
index 2a87e273bc..ffaa6872c9 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
@@ -221,7 +221,7 @@ void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout floa
// snap to pixel center (more correct obscurance math, avoids artifacts)
sample_offset = round(sample_offset);
- // calculate MIP based on the sample distance from the centre, similar to as described
+ // calculate MIP based on the sample distance from the center, similar to as described
// in http://graphics.cs.williams.edu/papers/SAOHPG12/.
float mip_level = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
@@ -259,7 +259,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
// get this pixel's viewspace depth
pix_z = valuesUL.y;
- // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ // get left right top bottom neighboring pixels for edge detection (gets compiled out on quality_level == 0)
pix_left_z = valuesUL.x;
pix_top_z = valuesUL.z;
pix_right_z = valuesBR.z;
@@ -304,7 +304,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
float obscurance_sum = 0.0;
float weight_sum = 0.0;
- // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ // edge mask for between this and left/right/top/bottom neighbor pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
// Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
@@ -318,7 +318,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
if (!p_adaptive_base && (p_quality_level >= SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET)) {
// disable in case of quality level 4 (reference)
if (p_quality_level != 4) {
- //approximate neighbouring pixels positions (actually just deltas or "positions - pix_center_pos" )
+ //approximate neighboring pixels positions (actually just deltas or "positions - pix_center_pos" )
vec3 normalized_viewspace_dir = vec3(pix_center_pos.xy / pix_center_pos.zz, 1.0);
vec3 pixel_left_delta = vec3(-pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_left_z - pix_center_pos.z);
vec3 pixel_right_delta = vec3(+pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_right_z - pix_center_pos.z);
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
index 04f98964e8..d234ab4417 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
@@ -80,7 +80,7 @@ void main() {
#ifdef PROCESS_MAPA
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
@@ -98,7 +98,7 @@ void main() {
#ifdef PROCESS_MAPB
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
index f6a9a92fac..45cc62d361 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
@@ -60,8 +60,8 @@ void main() {
int mx = int(pix_pos.x % 2);
int my = int(pix_pos.y % 2);
int index_center = mx + my * 2; // center index
- int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
- int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_horizontal = (1 - mx) + my * 2; // neighboring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighboring, vertical
int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
index 513791dfbf..de7b97953f 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
@@ -234,7 +234,7 @@ void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_ob
// snap to pixel center (more correct obscurance math, avoids artifacts)
sample_offset = round(sample_offset);
- // calculate MIP based on the sample distance from the centre, similar to as described
+ // calculate MIP based on the sample distance from the center, similar to as described
// in http://graphics.cs.williams.edu/papers/SAOHPG12/.
float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
@@ -272,7 +272,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o
// get this pixel's viewspace depth
pix_z = valuesUL.y;
- // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ // get left right top bottom neighboring pixels for edge detection (gets compiled out on quality_level == 0)
pix_left_z = valuesUL.x;
pix_top_z = valuesUL.z;
pix_right_z = valuesBR.z;
@@ -318,7 +318,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o
float obscurance_sum = 0.0;
float weight_sum = 0.0;
- // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ // edge mask for between this and left/right/top/bottom neighbor pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
// Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
index 47c56571f6..f48e6c4341 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
@@ -124,14 +124,14 @@ void main() {
vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
- vec4 centre = textureLod(source_ssil, uv, 0.0);
+ vec4 center = textureLod(source_ssil, uv, 0.0);
vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2;
- vec4 sampled = value + centre * 0.2;
+ vec4 sampled = value + center * 0.2;
#else
#ifdef MODE_SMART
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
index 6b6b02739d..193e3458ab 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
@@ -82,7 +82,7 @@ void main() {
#ifdef PROCESS_MAPA
vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
@@ -100,7 +100,7 @@ void main() {
#ifdef PROCESS_MAPB
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
index 9e86ac0cf0..ed85b8ee4c 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
@@ -62,8 +62,8 @@ void main() {
int mx = int(pix_pos.x % 2);
int my = int(pix_pos.y % 2);
int index_center = mx + my * 2; // center index
- int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
- int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_horizontal = (1 - mx) + my * 2; // neighboring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighboring, vertical
int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0);
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
index 9f7449b8aa..06709f65d3 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
@@ -24,7 +24,7 @@ struct ProcessVoxel {
uint albedo; // rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors.
uint light; // rgbe8985 encoded total saved light, extra 2 bits for neighbors.
uint light_aniso; // 55555 light anisotropy, extra 2 bits for neighbors.
- //total neighbours: 26
+ //total neighbors: 26
};
#ifdef MODE_PROCESS_STATIC
@@ -443,10 +443,10 @@ void main() {
imageStore(dst_aniso1, positioni, vec4(aniso1, 0.0, 0.0));
imageStore(dst_light, positioni, uvec4(light_total_rgbe));
- //also fill neighbours, so light interpolation during the indirect pass works
+ //also fill neighbors, so light interpolation during the indirect pass works
- //recover the neighbour list from the leftover bits
- uint neighbours = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24);
+ //recover the neighbor list from the leftover bits
+ uint neighbors = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24);
const uint max_neighbours = 26;
const ivec3 neighbour_positions[max_neighbours] = ivec3[](
@@ -478,7 +478,7 @@ void main() {
ivec3(1, 1, 1));
for (uint i = 0; i < max_neighbours; i++) {
- if (bool(neighbours & (1 << i))) {
+ if (bool(neighbors & (1 << i))) {
ivec3 neighbour_pos = positioni + neighbour_positions[i];
imageStore(dst_light, neighbour_pos, uvec4(light_total_rgbe));
imageStore(dst_aniso0, neighbour_pos, aniso0);
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
index bce98f4054..dd35ae3b73 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
@@ -102,10 +102,10 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
- uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
- //total neighbours: 26
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbors
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbors
+ //total neighbors: 26
};
layout(set = 0, binding = 11, std430) restrict buffer writeonly ProcessVoxels {
@@ -135,10 +135,10 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
- uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
- //total neighbours: 26
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbors
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbors
+ //total neighbors: 26
};
layout(set = 0, binding = 6, std430) restrict buffer readonly ProcessVoxels {
@@ -1016,14 +1016,14 @@ void main() {
store_positions[index].albedo = rgb >> 1; //store as it comes (555) to avoid precision loss (and move away the alpha bit)
store_positions[index].albedo |= (facing & 0x3F) << 15; // store facing in bits 15-21
- store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbours with remaining albedo
- store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbours with position
+ store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbors with remaining albedo
+ store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbors with position
store_positions[index].light = imageLoad(src_light, pos).r;
store_positions[index].light_aniso = imageLoad(src_light_aniso, pos).r;
- //add neighbours
- store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbours with light
- store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbours with aniso
+ //add neighbors
+ store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbors with light
+ store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbors with aniso
}
groupMemoryBarrier();
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index be53a7ae49..51e503b5b3 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -118,9 +118,15 @@ layout(location = 10) out flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
+vec3 normal_roughness_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 normal_roughness_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
invariant gl_Position;
@@ -544,9 +550,15 @@ layout(location = 10) in flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
+vec3 normal_roughness_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 normal_roughness_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
//defines to keep compatibility with vertex
@@ -1339,8 +1351,8 @@ void fragment_shader(in SceneData scene_data) {
#endif // USE_MULTIVIEW
for (int i = 0; i < 4; i++) {
- const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
- vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size;
+ const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
+ vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size;
#ifdef USE_MULTIVIEW
float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
#else // USE_MULTIVIEW
@@ -1786,7 +1798,7 @@ void fragment_shader(in SceneData scene_data) {
shadow = float(shadow1 >> ((i - 4u) * 8u) & 0xFFu) / 255.0;
}
- shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
+ shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity);
#endif
blur_shadow(shadow);
@@ -2070,7 +2082,7 @@ void fragment_shader(in SceneData scene_data) {
float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
- //store as 8985 to have 2 extra neighbour bits
+ //store as 8985 to have 2 extra neighbor bits
uint light_rgbe = ((uint(sRed) & 0x1FFu) >> 1) | ((uint(sGreen) & 0x1FFu) << 8) | (((uint(sBlue) & 0x1FFu) >> 1) << 17) | ((uint(exps) & 0x1Fu) << 25);
imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index 3a45ab0059..1f524313f2 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -268,6 +268,7 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
#define color_buffer shadow_atlas
#define normal_roughness_buffer shadow_atlas
+#define multiviewSampler sampler2D
#else
layout(set = 1, binding = 10) uniform texture2D depth_buffer;
@@ -277,10 +278,12 @@ layout(set = 1, binding = 11) uniform texture2D color_buffer;
layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
+#define multiviewSampler sampler2DArray
#else // USE_MULTIVIEW
layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
+#define multiviewSampler sampler2D
#endif
layout(set = 1, binding = 13) uniform texture2D ao_buffer;
layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture;
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 5e64d4e651..2966a2ff65 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -1515,6 +1515,8 @@ void main() {
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
+
+ shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity);
#endif
blur_shadow(shadow);
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index 673fc25595..33e35a7a64 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -568,8 +568,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
r_directional_light_count = 0;
r_positional_light_count = 0;
- Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
-
omni_light_count = 0;
spot_light_count = 0;
@@ -720,7 +718,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
}
Transform3D light_transform = light_instance->transform;
- const real_t distance = camera_plane.distance_to(light_transform.origin);
+ const real_t distance = p_camera_transform.origin.distance_to(light_transform.origin);
if (light->distance_fade) {
const float fade_begin = light->distance_fade_begin;
@@ -745,7 +743,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
}
Transform3D light_transform = light_instance->transform;
- const real_t distance = camera_plane.distance_to(light_transform.origin);
+ const real_t distance = p_camera_transform.origin.distance_to(light_transform.origin);
if (light->distance_fade) {
const float fade_begin = light->distance_fade_begin;
@@ -787,6 +785,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
RS::LightType type = (i < omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
LightInstance *light_instance = (i < omni_light_count) ? omni_light_sort[index].light_instance : spot_light_sort[index].light_instance;
Light *light = (i < omni_light_count) ? omni_light_sort[index].light : spot_light_sort[index].light;
+ real_t distance = (i < omni_light_count) ? omni_light_sort[index].depth : spot_light_sort[index].depth;
if (using_forward_ids) {
forward_id_storage->map_forward_id(type == RS::LIGHT_OMNI ? RendererRD::FORWARD_ID_TYPE_OMNI_LIGHT : RendererRD::FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id, index);
@@ -803,7 +802,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
float fade_begin = 0.0;
float fade_shadow = 0.0;
float fade_length = 0.0;
- real_t distance = 0.0;
float fade = 1.0;
float shadow_opacity_fade = 1.0;
@@ -811,7 +809,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
fade_begin = light->distance_fade_begin;
fade_shadow = light->distance_fade_shadow;
fade_length = light->distance_fade_length;
- distance = camera_plane.distance_to(light_transform.origin);
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
if (distance > fade_begin) {
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index 66ae1e8d1a..d631a89dd2 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -2685,6 +2685,14 @@ void MaterialStorage::material_free(RID p_rid) {
Material *material = material_owner.get_or_null(p_rid);
ERR_FAIL_COND(!material);
+ // Need to clear texture arrays to prevent spin locking of their RID's.
+ // This happens when the app is being closed.
+ for (KeyValue<StringName, Variant> &E : material->params) {
+ if (E.value.get_type() == Variant::ARRAY) {
+ Array(E.value).clear();
+ }
+ }
+
material_set_shader(p_rid, RID()); //clean up shader
material->dependency.deleted_notify(p_rid);
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 62da62403f..46a0d85ba8 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -842,15 +842,15 @@ void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int
}
void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
- for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
- if (mi->surfaces[i].versions) {
- for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) {
- RD::get_singleton()->free(mi->surfaces[i].versions[j].vertex_array);
+ for (const RendererRD::MeshStorage::MeshInstance::Surface surface : mi->surfaces) {
+ if (surface.versions) {
+ for (uint32_t j = 0; j < surface.version_count; j++) {
+ RD::get_singleton()->free(surface.versions[j].vertex_array);
}
- memfree(mi->surfaces[i].versions);
+ memfree(surface.versions);
}
- if (mi->surfaces[i].vertex_buffer.is_valid()) {
- RD::get_singleton()->free(mi->surfaces[i].vertex_buffer);
+ if (surface.vertex_buffer.is_valid()) {
+ RD::get_singleton()->free(surface.vertex_buffer);
}
}
mi->surfaces.clear();
@@ -866,8 +866,8 @@ void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {
if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer.is_null()) {
mi->blend_weights.resize(mesh->blend_shape_count);
- for (uint32_t i = 0; i < mi->blend_weights.size(); i++) {
- mi->blend_weights[i] = 0;
+ for (float &weight : mi->blend_weights) {
+ weight = 0;
}
mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array());
mi->weights_dirty = true;
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index 6401d0f5d0..f4c3e769a8 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -851,9 +851,9 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
collision_heightmap_texture = p_particles->sdf_collision_texture;
//replace in all other history frames where used because parameters are no longer valid if screen moves
- for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) {
- if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
- p_particles->frame_history[i].colliders[0] = frame_params.colliders[0];
+ for (ParticlesFrameParams &params : p_particles->frame_history) {
+ if (params.collider_count > 0 && params.colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
+ params.colliders[0] = frame_params.colliders[0];
}
}
}
@@ -1415,7 +1415,6 @@ void ParticlesStorage::update_particles() {
}
bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
- bool updated = false;
if (particles->clear && particles->pre_process_time > 0.0) {
double frame_time;
@@ -1430,7 +1429,6 @@ void ParticlesStorage::update_particles() {
while (todo >= 0) {
_particles_process(particles, frame_time);
todo -= frame_time;
- updated = true;
}
}
@@ -1452,10 +1450,9 @@ void ParticlesStorage::update_particles() {
}
double todo = particles->frame_remainder + delta;
- while (todo >= frame_time || (particles->clear && !updated)) {
+ while (todo >= frame_time || particles->clear) {
_particles_process(particles, frame_time);
todo -= decr;
- updated = true;
}
particles->frame_remainder = todo;
@@ -1463,16 +1460,16 @@ void ParticlesStorage::update_particles() {
} else {
if (zero_time_scale) {
_particles_process(particles, 0.0);
- updated = true;
} else {
_particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time());
- updated = true;
}
}
- //copy particles to instance buffer
+ // Ensure that memory is initialized (the code above should ensure that _particles_process is always called at least once upon clearing).
+ DEV_ASSERT(!particles->clear);
- if (updated && particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ // Copy particles to instance buffer.
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
//does not need view dependent operation, do copy here
ParticlesShader::CopyPushConstant copy_push_constant;
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
index a953bac433..7771f75a65 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
@@ -94,31 +94,9 @@ void RenderSceneBuffersRD::cleanup() {
free_named_texture(E.value);
}
named_textures.clear();
-
- // old stuff, to be re-evaluated...
-
- for (int i = 0; i < luminance.fb.size(); i++) {
- RD::get_singleton()->free(luminance.fb[i]);
- }
- luminance.fb.clear();
-
- for (int i = 0; i < luminance.reduce.size(); i++) {
- RD::get_singleton()->free(luminance.reduce[i]);
- }
- luminance.reduce.clear();
-
- if (luminance.current_fb.is_valid()) {
- RD::get_singleton()->free(luminance.current_fb);
- luminance.current_fb = RID();
- }
-
- if (luminance.current.is_valid()) {
- RD::get_singleton()->free(luminance.current);
- luminance.current = RID();
- }
}
-void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
+void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -126,12 +104,7 @@ void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_interna
target_size = p_target_size;
internal_size = p_internal_size;
-
- // FIXME, right now we do this because only our clustered renderer supports FSR upscale
- // this does mean that with linear upscale if we use subpasses, we could get into trouble.
- if (!can_be_storage) {
- internal_size = target_size;
- }
+ scaling_3d_mode = p_scaling_3d_mode;
if (p_use_taa) {
// Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness.
@@ -215,6 +188,7 @@ void RenderSceneBuffersRD::configure_for_reflections(const Size2i p_reflection_s
target_size = p_reflection_size;
internal_size = p_reflection_size;
render_target = RID();
+ scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
fsr_sharpness = 0.0;
msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
@@ -277,7 +251,7 @@ RID RenderSceneBuffersRD::create_texture(const StringName &p_context, const Stri
}
RID RenderSceneBuffersRD::create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const RD::TextureFormat &p_texture_format, RD::TextureView p_view, bool p_unique) {
- // TODO p_unique, if p_unique is true, this is a texture that can be shared. This will be implemented later as an optimisation.
+ // TODO p_unique, if p_unique is true, this is a texture that can be shared. This will be implemented later as an optimization.
NTKey key(p_context, p_texture_name);
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
index 1bd542500c..dc849fd56a 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
@@ -73,6 +73,7 @@ private:
// The internal size of the textures we render 3D to in case we render at a lower resolution and upscale
Size2i internal_size = Size2i(0, 0);
+ RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
float fsr_sharpness = 0.2f;
// Aliassing settings
@@ -139,7 +140,7 @@ public:
void set_vrs(RendererRD::VRS *p_vrs) { vrs = p_vrs; }
void cleanup();
- virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
+ virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
void configure_for_reflections(const Size2i p_reflection_size);
virtual void set_fsr_sharpness(float p_fsr_sharpness) override;
virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override;
@@ -172,6 +173,7 @@ public:
_FORCE_INLINE_ uint32_t get_view_count() const { return view_count; }
_FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; }
_FORCE_INLINE_ Size2i get_target_size() const { return target_size; }
+ _FORCE_INLINE_ RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; }
_FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; }
_FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa_3d; }
_FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; }
@@ -213,15 +215,6 @@ public:
// 2 full size, 2 half size
WeightBuffers weight_buffers[4]; // Only used in raster
-
- struct Luminance {
- Vector<RID> reduce;
- RID current;
-
- // used only on mobile renderer
- Vector<RID> fb;
- RID current_fb;
- } luminance;
};
#endif // RENDER_SCENE_BUFFERS_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index 06fda8fa9e..e8d9f486bb 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -2206,6 +2206,12 @@ void TextureStorage::decal_instance_set_transform(RID p_decal_instance, const Tr
di->transform = p_transform;
}
+void TextureStorage::decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) {
+ DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance);
+ ERR_FAIL_COND(!di);
+ di->sorting_offset = p_sorting_offset;
+}
+
/* DECAL DATA API */
void TextureStorage::free_decal_data() {
@@ -2233,7 +2239,7 @@ void TextureStorage::set_max_decals(const uint32_t p_max_decals) {
decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
}
-void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
+void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_xform) {
ForwardIDStorage *forward_id_storage = ForwardIDStorage::get_singleton();
Transform3D uv_xform;
@@ -2257,7 +2263,7 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
Transform3D xform = decal_instance->transform;
- real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
+ real_t distance = p_camera_xform.origin.distance_to(xform.origin);
if (decal->distance_fade) {
float fade_begin = decal->distance_fade_begin;
@@ -2272,7 +2278,7 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
decal_sort[decal_count].decal_instance = decal_instance;
decal_sort[decal_count].decal = decal;
- decal_sort[decal_count].depth = distance;
+ decal_sort[decal_count].depth = distance - decal_instance->sorting_offset;
decal_count++;
}
@@ -2292,11 +2298,10 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
decal_instance->cull_mask = decal->cull_mask;
- Transform3D xform = decal_instance->transform;
float fade = 1.0;
if (decal->distance_fade) {
- const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
+ const real_t distance = decal_sort[i].depth + decal_instance->sorting_offset;
const float fade_begin = decal->distance_fade_begin;
const float fade_length = decal->distance_fade_length;
@@ -2312,11 +2317,16 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
Transform3D scale_xform;
scale_xform.basis.scale(decal_extents);
- Transform3D to_decal_xform = (p_camera_inverse_xform * xform * scale_xform * uv_xform).affine_inverse();
+
+ Transform3D xform = decal_instance->transform;
+
+ Transform3D camera_inverse_xform = p_camera_xform.affine_inverse();
+
+ Transform3D to_decal_xform = (camera_inverse_xform * xform * scale_xform * uv_xform).affine_inverse();
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
+ normal = camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
dd.normal[0] = normal.x;
dd.normal[1] = normal.y;
@@ -2350,7 +2360,7 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
dd.normal_rect[2] = rect.size.x;
dd.normal_rect[3] = rect.size.y;
- Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
+ Basis normal_xform = camera_inverse_xform.basis * xform.basis.orthonormalized();
MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform);
} else {
dd.normal_rect[0] = 0;
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
index 1558342c3b..ea0df0b459 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
@@ -258,6 +258,7 @@ private:
struct DecalInstance {
RID decal;
Transform3D transform;
+ float sorting_offset = 0.0;
uint32_t cull_mask = 0;
RendererRD::ForwardID forward_id = -1;
};
@@ -646,6 +647,7 @@ public:
virtual RID decal_instance_create(RID p_decal) override;
virtual void decal_instance_free(RID p_decal_instance) override;
virtual void decal_instance_set_transform(RID p_decal_instance, const Transform3D &p_transform) override;
+ virtual void decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) override;
_FORCE_INLINE_ RID decal_instance_get_base(RID p_decal_instance) const {
DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance);
@@ -677,7 +679,7 @@ public:
void free_decal_data();
void set_max_decals(const uint32_t p_max_decals);
RID get_decal_buffer() { return decal_buffer; }
- void update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
+ void update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_xform);
/* RENDER TARGET API */
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 2ea813aab0..9011cdd98a 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -694,6 +694,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
instance->base_data = decal;
decal->instance = RSG::texture_storage->decal_instance_create(p_base);
+ RSG::texture_storage->decal_instance_set_sorting_offset(decal->instance, instance->sorting_offset);
} break;
case RS::INSTANCE_LIGHTMAP: {
InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
@@ -748,6 +749,10 @@ void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
switch (instance->base_type) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
+ if (instance->visible && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
+ instance->scenario->dynamic_lights.erase(light->instance);
+ }
+
#ifdef DEBUG_ENABLED
if (light->geometries.size()) {
ERR_PRINT("BUG, indexing did not unpair geometries from light.");
@@ -867,6 +872,9 @@ void RendererSceneCull::instance_set_pivot_data(RID p_instance, float p_sorting_
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
ERR_FAIL_NULL(geom->geometry_instance);
geom->geometry_instance->set_pivot_data(p_sorting_offset, p_use_aabb_center);
+ } else if (instance->base_type == RS::INSTANCE_DECAL && instance->base_data) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
+ RSG::texture_storage->decal_instance_set_sorting_offset(decal->instance, instance->sorting_offset);
}
}
@@ -2820,7 +2828,9 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
ERR_FAIL_NULL(geom->geometry_instance);
+ cull_data.cull->lock.lock();
geom->geometry_instance->set_softshadow_projector_pairing(geom->softshadow_count > 0, geom->projector_count > 0);
+ cull_data.cull->lock.unlock();
idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY);
}
@@ -2887,7 +2897,9 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
}
ERR_FAIL_NULL(geom->geometry_instance);
+ cull_data.cull->lock.lock();
geom->geometry_instance->set_lightmap_capture(sh);
+ cull_data.cull->lock.unlock();
idata.instance->last_frame_pass = frame_number;
}
@@ -3084,15 +3096,15 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
#endif
if (cull_to > thread_cull_threshold) {
//multiple threads
- for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
- scene_cull_result_threads[i].clear();
+ for (InstanceCullResult &thread : scene_cull_result_threads) {
+ thread.clear();
}
WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RendererSceneCull::_scene_cull_threaded, &cull_data, scene_cull_result_threads.size(), -1, true, SNAME("RenderCullInstances"));
WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
- for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
- scene_cull_result.append_from(scene_cull_result_threads[i]);
+ for (InstanceCullResult &thread : scene_cull_result_threads) {
+ scene_cull_result.append_from(thread);
}
} else {
@@ -4122,8 +4134,8 @@ RendererSceneCull::RendererSceneCull() {
scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
scene_cull_result_threads.resize(WorkerThreadPool::get_singleton()->get_thread_count());
- for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
- scene_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
+ for (InstanceCullResult &thread : scene_cull_result_threads) {
+ thread.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
}
indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame");
@@ -4151,8 +4163,8 @@ RendererSceneCull::~RendererSceneCull() {
}
scene_cull_result.reset();
- for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
- scene_cull_result_threads[i].reset();
+ for (InstanceCullResult &thread : scene_cull_result_threads) {
+ thread.reset();
}
scene_cull_result_threads.clear();
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp
index e2e6ea5aa2..a389e3e767 100644
--- a/servers/rendering/renderer_scene_render.cpp
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -84,7 +84,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
Transform3D main_transform_inv = main_transform.inverse();
// 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters
- Vector3 far_center = (planes[0][Projection::PLANE_FAR].center() + planes[1][Projection::PLANE_FAR].center()) * 0.5;
+ Vector3 far_center = (planes[0][Projection::PLANE_FAR].get_center() + planes[1][Projection::PLANE_FAR].get_center()) * 0.5;
Plane far(-z, far_center);
/////////////////////////////////////////////////////////////////////////////
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 05a3fccf1c..3886f5b379 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -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);
}
}
}
@@ -1138,6 +1138,7 @@ 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;
diff --git a/servers/rendering/rendering_device_binds.cpp b/servers/rendering/rendering_device_binds.cpp
index 5967835d03..3678b70254 100644
--- a/servers/rendering/rendering_device_binds.cpp
+++ b/servers/rendering/rendering_device_binds.cpp
@@ -31,6 +31,8 @@
#include "rendering_device_binds.h"
Error RDShaderFile::parse_versions_from_text(const String &p_text, const String p_defines, OpenIncludeFunction p_include_func, void *p_include_func_userdata) {
+ ERR_FAIL_NULL_V(RenderingDevice::get_singleton(), ERR_UNAVAILABLE);
+
Vector<String> lines = p_text.split("\n");
bool reading_versions = false;
diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp
index 4c4b3d13f9..6017eff55e 100644
--- a/servers/rendering/rendering_server_default.cpp
+++ b/servers/rendering/rendering_server_default.cpp
@@ -291,6 +291,10 @@ void RenderingServerDefault::set_boot_image(const Ref<Image> &p_image, const Col
RSG::rasterizer->set_boot_image(p_image, p_color, p_scale, p_use_filter);
}
+Color RenderingServerDefault::get_default_clear_color() {
+ return RSG::texture_storage->get_default_clear_color();
+}
+
void RenderingServerDefault::set_default_clear_color(const Color &p_color) {
RSG::viewport->set_default_clear_color(p_color);
}
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index f2fadd5e1f..8ac522bafe 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -854,7 +854,7 @@ public:
FUNC8(canvas_item_add_msdf_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, int, float, float)
FUNC5(canvas_item_add_lcd_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &)
FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
- FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
+ FUNC5(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
FUNC9(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int)
FUNC5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID)
@@ -986,6 +986,7 @@ public:
virtual double get_frame_setup_time_cpu() const override;
virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) override;
+ virtual Color get_default_clear_color() override;
virtual void set_default_clear_color(const Color &p_color) override;
virtual bool has_feature(Features p_feature) const override;
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 57215d9d63..68542f32af 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -909,9 +909,6 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (p_default_actions.renames.has(vnode->name)) {
code = p_default_actions.renames[vnode->name];
- if (vnode->name == "SCREEN_TEXTURE") {
- r_gen_code.uses_screen_texture_mipmaps = true;
- }
} else {
if (shader->uniforms.has(vnode->name)) {
//its a uniform!
@@ -919,29 +916,22 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (u.texture_order >= 0) {
StringName name = vnode->name;
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
- name = "SCREEN_TEXTURE";
+ name = "color_buffer";
if (u.filter >= ShaderLanguage::FILTER_NEAREST_MIPMAP) {
r_gen_code.uses_screen_texture_mipmaps = true;
}
+ r_gen_code.uses_screen_texture = true;
} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
- name = "NORMAL_ROUGHNESS_TEXTURE";
+ name = "normal_roughness_buffer";
+ r_gen_code.uses_normal_roughness_texture = true;
} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
- name = "DEPTH_TEXTURE";
+ name = "depth_buffer";
+ r_gen_code.uses_depth_texture = true;
} else {
name = _mkid(vnode->name); //texture, use as is
}
- if (p_default_actions.renames.has(name)) {
- code = p_default_actions.renames[name];
- } else {
- code = name;
- }
-
- if (p_actions.usage_flag_pointers.has(name) && !used_flag_pointers.has(name)) {
- *p_actions.usage_flag_pointers[name] = true;
- used_flag_pointers.insert(name);
- }
-
+ code = name;
} else {
//a scalar or vector
if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
@@ -1183,6 +1173,10 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
code += "(";
+ // if normal roughness texture is used, we will add logic to automatically switch between
+ // sampler2D and sampler2D array and vec2 UV and vec3 UV.
+ bool normal_roughness_texture_used = false;
+
for (int i = 1; i < onode->arguments.size(); i++) {
if (i > 1) {
code += ", ";
@@ -1247,16 +1241,20 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
if (correct_texture_uniform) {
- //TODO Needs to detect screen_texture hint as well
- is_screen_texture = (texture_uniform == "SCREEN_TEXTURE");
-
String sampler_name;
+ bool is_normal_roughness_texture = false;
if (actions.custom_samplers.has(texture_uniform)) {
sampler_name = actions.custom_samplers[texture_uniform];
} else {
if (shader->uniforms.has(texture_uniform)) {
- sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat);
+ const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform];
+ if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
+ is_screen_texture = true;
+ } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
+ is_normal_roughness_texture = true;
+ }
+ sampler_name = _get_sampler_name(u.filter, u.repeat);
} else {
bool found = false;
@@ -1282,11 +1280,24 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
}
- code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")";
+ String data_type_name = "";
+ if (is_normal_roughness_texture) {
+ data_type_name = "multiviewSampler";
+ normal_roughness_texture_used = true;
+ } else {
+ data_type_name = ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype());
+ }
+
+ code += data_type_name + "(" + node_code + ", " + sampler_name + ")";
} else {
code += node_code;
}
} else {
+ if (normal_roughness_texture_used && i == 2) {
+ // UV coordinate after using normal roughness texture.
+ node_code = "normal_roughness_uv(" + node_code + ".xy)";
+ }
+
code += node_code;
}
}
@@ -1498,6 +1509,9 @@ Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, Ident
r_gen_code.uses_vertex_time = false;
r_gen_code.uses_global_textures = false;
r_gen_code.uses_screen_texture_mipmaps = false;
+ r_gen_code.uses_screen_texture = false;
+ r_gen_code.uses_depth_texture = false;
+ r_gen_code.uses_normal_roughness_texture = false;
used_name_defines.clear();
used_rmode_defines.clear();
diff --git a/servers/rendering/shader_compiler.h b/servers/rendering/shader_compiler.h
index eeb2916160..43bea213da 100644
--- a/servers/rendering/shader_compiler.h
+++ b/servers/rendering/shader_compiler.h
@@ -81,6 +81,9 @@ public:
bool uses_fragment_time;
bool uses_vertex_time;
bool uses_screen_texture_mipmaps;
+ bool uses_screen_texture;
+ bool uses_depth_texture;
+ bool uses_normal_roughness_texture;
};
struct DefaultIdentifierActions {
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 59a2ff66f3..ba7ffda00a 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -5399,6 +5399,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
} else {
if (!_find_identifier(p_block, false, p_function_info, identifier, &data_type, &ident_type, &is_const, &array_size, &struct_name)) {
+ if (identifier == "SCREEN_TEXTURE" || identifier == "DEPTH_TEXTURE" || identifier == "NORMAL_ROUGHNESS_TEXTURE") {
+ String name = String(identifier);
+ String name_lower = name.to_lower();
+ _set_error(vformat(RTR("%s has been removed in favor of using hint_%s with a uniform.\nTo continue with minimal code changes add 'uniform sampler2D %s : hint_%s, filter_linear_mipmap;' near the top of your shader."), name, name_lower, name, name_lower));
+ return nullptr;
+ }
_set_error(vformat(RTR("Unknown identifier in expression: '%s'."), String(identifier)));
return nullptr;
}
@@ -8691,14 +8697,17 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
case TK_HINT_SCREEN_TEXTURE: {
new_hint = ShaderNode::Uniform::HINT_SCREEN_TEXTURE;
--texture_uniforms;
+ --texture_binding;
} break;
case TK_HINT_NORMAL_ROUGHNESS_TEXTURE: {
new_hint = ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE;
--texture_uniforms;
+ --texture_binding;
} break;
case TK_HINT_DEPTH_TEXTURE: {
new_hint = ShaderNode::Uniform::HINT_DEPTH_TEXTURE;
--texture_uniforms;
+ --texture_binding;
} break;
case TK_FILTER_NEAREST: {
new_filter = FILTER_NEAREST;
diff --git a/servers/rendering/shader_preprocessor.cpp b/servers/rendering/shader_preprocessor.cpp
index 40c8acffe5..97efd2df94 100644
--- a/servers/rendering/shader_preprocessor.cpp
+++ b/servers/rendering/shader_preprocessor.cpp
@@ -330,8 +330,8 @@ String ShaderPreprocessor::vector_to_string(const LocalVector<char32_t> &p_v, in
String ShaderPreprocessor::tokens_to_string(const LocalVector<Token> &p_tokens) {
LocalVector<char32_t> result;
- for (uint32_t i = 0; i < p_tokens.size(); i++) {
- result.push_back(p_tokens[i].text);
+ for (const Token &token : p_tokens) {
+ result.push_back(token.text);
}
return vector_to_string(result);
}
@@ -1081,21 +1081,17 @@ ShaderPreprocessor::Define *ShaderPreprocessor::create_define(const String &p_bo
return define;
}
-void ShaderPreprocessor::clear() {
- if (state_owner && state != nullptr) {
+void ShaderPreprocessor::clear_state() {
+ if (state != nullptr) {
for (const RBMap<String, Define *>::Element *E = state->defines.front(); E; E = E->next()) {
memdelete(E->get());
}
-
- memdelete(state);
+ state->defines.clear();
}
- state_owner = false;
state = nullptr;
}
Error ShaderPreprocessor::preprocess(State *p_state, const String &p_code, String &r_result) {
- clear();
-
output.clear();
state = p_state;
@@ -1242,6 +1238,9 @@ Error ShaderPreprocessor::preprocess(const String &p_code, const String &p_filen
}
}
}
+
+ clear_state();
+
return err;
}
@@ -1273,5 +1272,4 @@ ShaderPreprocessor::ShaderPreprocessor() {
}
ShaderPreprocessor::~ShaderPreprocessor() {
- clear();
}
diff --git a/servers/rendering/shader_preprocessor.h b/servers/rendering/shader_preprocessor.h
index f5902c64ca..6e5533c575 100644
--- a/servers/rendering/shader_preprocessor.h
+++ b/servers/rendering/shader_preprocessor.h
@@ -167,7 +167,6 @@ private:
private:
LocalVector<char32_t> output;
State *state = nullptr;
- bool state_owner = false;
private:
static bool is_char_word(char32_t p_char);
@@ -211,7 +210,7 @@ private:
static Define *create_define(const String &p_body);
- void clear();
+ void clear_state();
Error preprocess(State *p_state, const String &p_code, String &r_result);
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 38dc806370..ba39328b2e 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -138,9 +138,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_ROUGHNESS_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
@@ -267,7 +264,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].main_function = true;
diff --git a/servers/rendering/storage/render_scene_buffers.cpp b/servers/rendering/storage/render_scene_buffers.cpp
index 1320199833..6369139aa6 100644
--- a/servers/rendering/storage/render_scene_buffers.cpp
+++ b/servers/rendering/storage/render_scene_buffers.cpp
@@ -34,8 +34,8 @@ void RenderSceneBuffers::_bind_methods() {
ClassDB::bind_method(D_METHOD("configure", "render_target", "internal_size", "target_size", "fsr_sharpness", "texture_mipmap_bias", "msaa", "screen_space_aa", "use_taa", "use_debanding", "view_count"), &RenderSceneBuffers::configure);
}
-void RenderSceneBuffers::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
- GDVIRTUAL_CALL(_configure, p_render_target, p_internal_size, p_target_size, p_fsr_sharpness, p_texture_mipmap_bias, p_msaa, p_screen_space_aa, p_use_taa, p_use_debanding, p_view_count);
+void RenderSceneBuffers::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
+ GDVIRTUAL_CALL(_configure, p_render_target, p_internal_size, p_target_size, p_scaling_3d_mode, p_fsr_sharpness, p_texture_mipmap_bias, p_msaa, p_screen_space_aa, p_use_taa, p_use_debanding, p_view_count);
};
void RenderSceneBuffers::set_fsr_sharpness(float p_fsr_sharpness) {
diff --git a/servers/rendering/storage/render_scene_buffers.h b/servers/rendering/storage/render_scene_buffers.h
index 83fc78ca1c..cf96a9f372 100644
--- a/servers/rendering/storage/render_scene_buffers.h
+++ b/servers/rendering/storage/render_scene_buffers.h
@@ -40,7 +40,7 @@ class RenderSceneBuffers : public RefCounted {
protected:
static void _bind_methods();
- GDVIRTUAL10(_configure, RID, Size2i, Size2i, float, float, RS::ViewportMSAA, RenderingServer::ViewportScreenSpaceAA, bool, bool, uint32_t)
+ GDVIRTUAL11(_configure, RID, Size2i, Size2i, RS::ViewportScaling3DMode, float, float, RS::ViewportMSAA, RenderingServer::ViewportScreenSpaceAA, bool, bool, uint32_t)
GDVIRTUAL1(_set_fsr_sharpness, float)
GDVIRTUAL1(_set_texture_mipmap_bias, float)
GDVIRTUAL1(_set_use_debanding, bool)
@@ -49,7 +49,7 @@ public:
RenderSceneBuffers(){};
virtual ~RenderSceneBuffers(){};
- virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count);
+ virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count);
// for those settings that are unlikely to require buffers to be recreated, we'll add setters
virtual void set_fsr_sharpness(float p_fsr_sharpness);
diff --git a/servers/rendering/storage/texture_storage.h b/servers/rendering/storage/texture_storage.h
index 92149b0064..4c4a84d04e 100644
--- a/servers/rendering/storage/texture_storage.h
+++ b/servers/rendering/storage/texture_storage.h
@@ -127,6 +127,7 @@ public:
virtual RID decal_instance_create(RID p_decal) = 0;
virtual void decal_instance_free(RID p_decal_instance) = 0;
virtual void decal_instance_set_transform(RID p_decal_instance, const Transform3D &p_transform) = 0;
+ virtual void decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) = 0;
/* RENDER TARGET */