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-rw-r--r--servers/rendering/rasterizer_dummy.h43
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp27
-rw-r--r--servers/rendering/renderer_canvas_cull.h10
-rw-r--r--servers/rendering/renderer_canvas_render.h2
-rw-r--r--servers/rendering/renderer_compositor.h3
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp76
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h12
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp82
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h84
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp106
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h13
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp74
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h92
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp104
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h13
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.cpp7
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.h9
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp91
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h7
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp81
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h3
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp16
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.h6
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp34
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h201
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp170
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h113
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp366
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h111
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl27
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl16
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl479
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl42
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl15
-rw-r--r--servers/rendering/renderer_scene.h9
-rw-r--r--servers/rendering/renderer_scene_cull.cpp100
-rw-r--r--servers/rendering/renderer_scene_cull.h16
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.cpp4
-rw-r--r--servers/rendering/renderer_scene_render.cpp4
-rw-r--r--servers/rendering/renderer_scene_render.h3
-rw-r--r--servers/rendering/renderer_storage.h37
-rw-r--r--servers/rendering/renderer_viewport.cpp85
-rw-r--r--servers/rendering/renderer_viewport.h35
-rw-r--r--servers/rendering/rendering_device.cpp119
-rw-r--r--servers/rendering/rendering_device.h72
-rw-r--r--servers/rendering/rendering_device_binds.cpp4
-rw-r--r--servers/rendering/rendering_device_binds.h63
-rw-r--r--servers/rendering/rendering_server_default.cpp39
-rw-r--r--servers/rendering/rendering_server_default.h65
-rw-r--r--servers/rendering/shader_types.cpp1
54 files changed, 1559 insertions, 1644 deletions
diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h
index d4c25b6253..f22ca738ae 100644
--- a/servers/rendering/rasterizer_dummy.h
+++ b/servers/rendering/rasterizer_dummy.h
@@ -36,6 +36,7 @@
#include "core/templates/self_list.h"
#include "scene/resources/mesh.h"
#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
class RasterizerSceneDummy : public RendererSceneRender {
@@ -175,7 +176,7 @@ public:
void voxel_gi_set_quality(RS::VoxelGIQuality) override {}
- void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr) override {}
+ void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {}
void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {}
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override {}
@@ -225,7 +226,6 @@ public:
}
void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override {}
- void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override {}
void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override {}
void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override {}
void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {}
@@ -324,7 +324,9 @@ public:
void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override {}
RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override { return RS::BLEND_SHAPE_MODE_NORMALIZED; }
- void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}
+ void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}
+ void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}
+ void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}
void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override {}
RID mesh_surface_get_material(RID p_mesh, int p_surface) const override { return RID(); }
@@ -365,23 +367,6 @@ public:
void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override {}
int multimesh_get_visible_instances(RID p_multimesh) const override { return 0; }
- /* IMMEDIATE API */
-
- RID immediate_allocate() override { return RID(); }
- void immediate_initialize(RID p_rid) override {}
- void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) override {}
- void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) override {}
- void immediate_normal(RID p_immediate, const Vector3 &p_normal) override {}
- void immediate_tangent(RID p_immediate, const Plane &p_tangent) override {}
- void immediate_color(RID p_immediate, const Color &p_color) override {}
- void immediate_uv(RID p_immediate, const Vector2 &tex_uv) override {}
- void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) override {}
- void immediate_end(RID p_immediate) override {}
- void immediate_clear(RID p_immediate) override {}
- void immediate_set_material(RID p_immediate, RID p_material) override {}
- RID immediate_get_material(RID p_immediate) const override { return RID(); }
- AABB immediate_get_aabb(RID p_immediate) const override { return AABB(); }
-
/* SKELETON API */
RID skeleton_allocate() override { return RID(); }
@@ -421,10 +406,8 @@ public:
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override {}
void light_directional_set_blend_splits(RID p_light, bool p_enable) override {}
bool light_directional_get_blend_splits(RID p_light) const override { return false; }
- void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) override {}
void light_directional_set_sky_only(RID p_light, bool p_sky_only) override {}
bool light_directional_is_sky_only(RID p_light) const override { return false; }
- RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const override { return RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; }
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override { return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }
@@ -506,12 +489,6 @@ public:
void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override {}
float voxel_gi_get_energy(RID p_voxel_gi) const override { return 0.0; }
- void voxel_gi_set_ao(RID p_voxel_gi, float p_ao) override {}
- float voxel_gi_get_ao(RID p_voxel_gi) const override { return 0; }
-
- void voxel_gi_set_ao_size(RID p_voxel_gi, float p_strength) override {}
- float voxel_gi_get_ao_size(RID p_voxel_gi) const override { return 0; }
-
void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override {}
float voxel_gi_get_bias(RID p_voxel_gi) const override { return 0.0; }
@@ -686,17 +663,15 @@ public:
return true;
}
+ virtual void update_memory_info() override {}
+ virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) override { return 0; }
+
bool has_os_feature(const String &p_feature) const override { return false; }
void update_dirty_resources() override {}
void set_debug_generate_wireframes(bool p_generate) override {}
- void render_info_begin_capture() override {}
- void render_info_end_capture() override {}
- int get_captured_render_info(RS::RenderInfo p_info) override { return 0; }
-
- uint64_t get_render_info(RS::RenderInfo p_info) override { return 0; }
String get_video_adapter_name() const override { return String(); }
String get_video_adapter_vendor() const override { return String(); }
@@ -734,8 +709,6 @@ public:
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override {}
void set_shadow_texture_size(int p_size) override {}
- void draw_window_margins(int *p_margins, RID *p_margin_textures) override {}
-
bool free(RID p_rid) override { return true; }
void update() override {}
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index 016a172f25..ec0a8347f8 100644
--- a/servers/rendering/renderer_canvas_cull.cpp
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -97,7 +97,7 @@ void _collect_ysort_children(RendererCanvasCull::Item *p_canvas_item, Transform2
}
}
-void _mark_ysort_dirty(RendererCanvasCull::Item *ysort_owner, RID_PtrOwner<RendererCanvasCull::Item, true> &canvas_item_owner) {
+void _mark_ysort_dirty(RendererCanvasCull::Item *ysort_owner, RID_Owner<RendererCanvasCull::Item, true> &canvas_item_owner) {
do {
ysort_owner->ysort_children_count = -1;
ysort_owner = canvas_item_owner.owns(ysort_owner->parent) ? canvas_item_owner.getornull(ysort_owner->parent) : nullptr;
@@ -392,8 +392,7 @@ RID RendererCanvasCull::canvas_allocate() {
return canvas_owner.allocate_rid();
}
void RendererCanvasCull::canvas_initialize(RID p_rid) {
- Canvas *canvas = memnew(Canvas);
- canvas_owner.initialize_rid(p_rid, canvas);
+ canvas_owner.initialize_rid(p_rid);
}
void RendererCanvasCull::canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring) {
@@ -429,8 +428,7 @@ RID RendererCanvasCull::canvas_item_allocate() {
return canvas_item_owner.allocate_rid();
}
void RendererCanvasCull::canvas_item_initialize(RID p_rid) {
- Item *canvas_item = memnew(Item);
- canvas_item_owner.initialize_rid(p_rid, canvas_item);
+ canvas_item_owner.initialize_rid(p_rid);
}
void RendererCanvasCull::canvas_item_set_parent(RID p_item, RID p_parent) {
@@ -1171,9 +1169,9 @@ RID RendererCanvasCull::canvas_light_allocate() {
return canvas_light_owner.allocate_rid();
}
void RendererCanvasCull::canvas_light_initialize(RID p_rid) {
- RendererCanvasRender::Light *clight = memnew(RendererCanvasRender::Light);
+ canvas_light_owner.initialize_rid(p_rid);
+ RendererCanvasRender::Light *clight = canvas_light_owner.getornull(p_rid);
clight->light_internal = RSG::canvas_render->light_create();
- return canvas_light_owner.initialize_rid(p_rid, clight);
}
void RendererCanvasCull::canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode) {
@@ -1367,9 +1365,7 @@ RID RendererCanvasCull::canvas_light_occluder_allocate() {
return canvas_light_occluder_owner.allocate_rid();
}
void RendererCanvasCull::canvas_light_occluder_initialize(RID p_rid) {
- RendererCanvasRender::LightOccluderInstance *occluder = memnew(RendererCanvasRender::LightOccluderInstance);
-
- return canvas_light_occluder_owner.initialize_rid(p_rid, occluder);
+ return canvas_light_occluder_owner.initialize_rid(p_rid);
}
void RendererCanvasCull::canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) {
@@ -1451,9 +1447,9 @@ RID RendererCanvasCull::canvas_occluder_polygon_allocate() {
return canvas_light_occluder_polygon_owner.allocate_rid();
}
void RendererCanvasCull::canvas_occluder_polygon_initialize(RID p_rid) {
- LightOccluderPolygon *occluder_poly = memnew(LightOccluderPolygon);
+ canvas_light_occluder_polygon_owner.initialize_rid(p_rid);
+ LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.getornull(p_rid);
occluder_poly->occluder = RSG::canvas_render->occluder_polygon_create();
- return canvas_light_occluder_polygon_owner.initialize_rid(p_rid, occluder_poly);
}
void RendererCanvasCull::canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const Vector<Vector2> &p_shape, bool p_closed) {
@@ -1596,8 +1592,6 @@ bool RendererCanvasCull::free(RID p_rid) {
canvas_owner.free(p_rid);
- memdelete(canvas);
-
} else if (canvas_item_owner.owns(p_rid)) {
Item *canvas_item = canvas_item_owner.getornull(p_rid);
ERR_FAIL_COND_V(!canvas_item, true);
@@ -1632,8 +1626,6 @@ bool RendererCanvasCull::free(RID p_rid) {
canvas_item_owner.free(p_rid);
- memdelete(canvas_item);
-
} else if (canvas_light_owner.owns(p_rid)) {
RendererCanvasRender::Light *canvas_light = canvas_light_owner.getornull(p_rid);
ERR_FAIL_COND_V(!canvas_light, true);
@@ -1648,7 +1640,6 @@ bool RendererCanvasCull::free(RID p_rid) {
RSG::canvas_render->free(canvas_light->light_internal);
canvas_light_owner.free(p_rid);
- memdelete(canvas_light);
} else if (canvas_light_occluder_owner.owns(p_rid)) {
RendererCanvasRender::LightOccluderInstance *occluder = canvas_light_occluder_owner.getornull(p_rid);
@@ -1667,7 +1658,6 @@ bool RendererCanvasCull::free(RID p_rid) {
}
canvas_light_occluder_owner.free(p_rid);
- memdelete(occluder);
} else if (canvas_light_occluder_polygon_owner.owns(p_rid)) {
LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.getornull(p_rid);
@@ -1680,7 +1670,6 @@ bool RendererCanvasCull::free(RID p_rid) {
}
canvas_light_occluder_polygon_owner.free(p_rid);
- memdelete(occluder_poly);
} else {
return false;
}
diff --git a/servers/rendering/renderer_canvas_cull.h b/servers/rendering/renderer_canvas_cull.h
index a51b419613..79b5450d14 100644
--- a/servers/rendering/renderer_canvas_cull.h
+++ b/servers/rendering/renderer_canvas_cull.h
@@ -116,9 +116,9 @@ public:
}
};
- RID_PtrOwner<LightOccluderPolygon, true> canvas_light_occluder_polygon_owner;
+ RID_Owner<LightOccluderPolygon, true> canvas_light_occluder_polygon_owner;
- RID_PtrOwner<RendererCanvasRender::LightOccluderInstance, true> canvas_light_occluder_owner;
+ RID_Owner<RendererCanvasRender::LightOccluderInstance, true> canvas_light_occluder_owner;
struct Canvas : public RendererViewport::CanvasBase {
Set<RID> viewports;
@@ -163,9 +163,9 @@ public:
}
};
- mutable RID_PtrOwner<Canvas, true> canvas_owner;
- RID_PtrOwner<Item, true> canvas_item_owner;
- RID_PtrOwner<RendererCanvasRender::Light, true> canvas_light_owner;
+ mutable RID_Owner<Canvas, true> canvas_owner;
+ RID_Owner<Item, true> canvas_item_owner;
+ RID_Owner<RendererCanvasRender::Light, true> canvas_light_owner;
bool disable_scale;
bool sdf_used = false;
diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h
index c10b9db035..8afe9ef410 100644
--- a/servers/rendering/renderer_canvas_render.h
+++ b/servers/rendering/renderer_canvas_render.h
@@ -608,8 +608,6 @@ public:
virtual void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) = 0;
virtual void set_shadow_texture_size(int p_size) = 0;
- virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0;
-
virtual bool free(RID p_rid) = 0;
virtual void update() = 0;
diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h
index eabdebf4b3..5fe9cdffba 100644
--- a/servers/rendering/renderer_compositor.h
+++ b/servers/rendering/renderer_compositor.h
@@ -36,10 +36,9 @@
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_scene.h"
-#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering_server.h"
-
+class RendererSceneRender;
struct BlitToScreen {
RID render_target;
Rect2i rect;
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 4fd5520e56..5cf8895c8e 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -37,21 +37,6 @@
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "thirdparty/misc/cubemap_coeffs.h"
-static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
- p_array[0] = p_basis.elements[0][0];
- p_array[1] = p_basis.elements[1][0];
- p_array[2] = p_basis.elements[2][0];
- p_array[3] = 0;
- p_array[4] = p_basis.elements[0][1];
- p_array[5] = p_basis.elements[1][1];
- p_array[6] = p_basis.elements[2][1];
- p_array[7] = 0;
- p_array[8] = p_basis.elements[0][2];
- p_array[9] = p_basis.elements[1][2];
- p_array[10] = p_basis.elements[2][2];
- p_array[11] = 0;
-}
-
static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
@@ -518,11 +503,10 @@ void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, R
if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_metallic, p_normal_roughness), 3);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3);
}
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
@@ -1371,45 +1355,6 @@ void EffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap,
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
- SkyPushConstant sky_push_constant;
-
- memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
-
- for (uint32_t v = 0; v < p_view_count; v++) {
- // We only need key components of our projection matrix
- sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
- sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
- sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
- sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
- }
- sky_push_constant.position[0] = p_position.x;
- sky_push_constant.position[1] = p_position.y;
- sky_push_constant.position[2] = p_position.z;
- sky_push_constant.multiplier = p_multiplier;
- sky_push_constant.time = p_time;
- store_transform_3x3(p_orientation, sky_push_constant.orientation);
-
- RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
-
- RD::DrawListID draw_list = p_list;
-
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
-
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_samplers, 0);
- if (p_uniform_set.is_valid()) { //material may not have uniform set
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
- }
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_fog, 3);
-
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
-}
-
void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
ResolvePushConstant push_constant;
push_constant.screen_size[0] = p_screen_size.x;
@@ -1432,6 +1377,24 @@ void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RI
RD::get_singleton()->compute_list_end(p_barrier);
}
+void EffectsRD::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
+ ResolvePushConstant push_constant;
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.samples = p_samples;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[RESOLVE_MODE_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_depth), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_depth), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
+
+ RD::get_singleton()->compute_list_end(p_barrier);
+}
+
void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
Sort::PushConstant push_constant;
push_constant.total_elements = p_size;
@@ -1934,6 +1897,7 @@ EffectsRD::EffectsRD() {
Vector<String> resolve_modes;
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
+ resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
resolve.shader.initialize(resolve_modes);
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 8b31ffbbd0..33d32f0c57 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -456,15 +456,6 @@ class EffectsRD {
} filter;
- struct SkyPushConstant {
- float orientation[12]; // 48 - 48
- float projections[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 64, if we ever need more then 3 we should consider adding this to a set.
- float position[3]; // 12 - 92
- float multiplier; // 4 - 96
- float time; // 4 - 100
- float pad[3]; // 12 - 112
- };
-
enum SpecularMergeMode {
SPECULAR_MERGE_ADD,
SPECULAR_MERGE_SSR,
@@ -590,6 +581,7 @@ class EffectsRD {
enum ResolveMode {
RESOLVE_MODE_GI,
RESOLVE_MODE_GI_VOXEL_GI,
+ RESOLVE_MODE_DEPTH,
RESOLVE_MODE_MAX
};
@@ -749,13 +741,13 @@ public:
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
- void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
void sort_buffer(RID p_uniform_set, int p_size);
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 1653453c5c..22bfd03115 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -345,8 +345,20 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
mesh_surface = surf->surface_shadow;
} else {
- material_uniform_set = surf->material_uniform_set;
- shader = surf->shader;
+#ifdef DEBUG_ENABLED
+ if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
+ material_uniform_set = scene_shader.default_material_uniform_set;
+ shader = scene_shader.default_material_shader_ptr;
+ } else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
+ material_uniform_set = scene_shader.overdraw_material_uniform_set;
+ shader = scene_shader.overdraw_material_shader_ptr;
+ } else {
+#endif
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+#ifdef DEBUG_ENABLED
+ }
+#endif
mesh_surface = surf->surface;
}
@@ -801,13 +813,16 @@ void RenderForwardClustered::_update_instance_data_buffer(RenderListType p_rende
RD::get_singleton()->buffer_update(scene_state.instance_buffer[p_render_list], 0, sizeof(SceneState::InstanceData) * scene_state.instance_data[p_render_list].size(), scene_state.instance_data[p_render_list].ptr(), RD::BARRIER_MASK_RASTER);
}
}
-void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
+void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, int *p_render_info, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
RenderList *rl = &render_list[p_render_list];
uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size();
scene_state.instance_data[p_render_list].resize(p_offset + element_total);
rl->element_info.resize(p_offset + element_total);
+ if (p_render_info) {
+ p_render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += element_total;
+ }
uint32_t repeats = 0;
GeometryInstanceSurfaceDataCache *prev_surface = nullptr;
for (uint32_t i = 0; i < element_total; i++) {
@@ -843,6 +858,9 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, u
}
}
repeats = 1;
+ if (p_render_info) {
+ p_render_info[RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
+ }
}
RenderElementInfo &element_info = rl->element_info[p_offset + i];
@@ -869,6 +887,11 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, u
}
}
+_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
+ static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
+ static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
+ return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
+}
void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi, bool p_using_opaque_gi, bool p_append) {
if (p_render_list == RENDER_LIST_OPAQUE) {
scene_state.used_sss = false;
@@ -903,6 +926,9 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
uint32_t flags = inst->base_flags; //fill flags if appropriate
+ if (inst->non_uniform_scale) {
+ flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE;
+ }
bool uses_lightmap = false;
bool uses_gi = false;
@@ -1008,17 +1034,41 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
distance = -distance_max;
}
- surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ uint32_t indices;
+ surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices);
+ if (p_render_data->render_info) {
+ indices = _indices_to_primitives(surf->primitive, indices);
+ if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
+ } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
+ }
+ }
} else {
surf->sort.lod_index = 0;
+ if (p_render_data->render_info) {
+ uint32_t to_draw = storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ to_draw = _indices_to_primitives(surf->primitive, to_draw);
+ to_draw *= inst->instance_count;
+ if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ }
+ }
}
// ADD Element
if (p_pass_mode == PASS_MODE_COLOR) {
- if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+#ifdef DEBUG_ENABLED
+ bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
+#else
+ bool force_alpha = false;
+#endif
+ if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) {
rl->add_element(surf);
}
- if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
+ if (force_alpha || (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
render_list[RENDER_LIST_ALPHA].add_element(surf);
if (uses_gi) {
surf->sort.uses_forward_gi = 1;
@@ -1100,6 +1150,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
}
RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment);
+ static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
//first of all, make a new render pass
//fill up ubo
@@ -1209,8 +1260,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR, using_sdfgi, using_sdfgi || using_voxelgi);
render_list[RENDER_LIST_OPAQUE].sort_by_key();
- render_list[RENDER_LIST_ALPHA].sort_by_depth();
- _fill_instance_data(RENDER_LIST_OPAQUE);
+ render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
+ _fill_instance_data(RENDER_LIST_OPAQUE, p_render_data->render_info ? p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE] : (int *)nullptr);
_fill_instance_data(RENDER_LIST_ALPHA);
RD::get_singleton()->draw_command_end_label();
@@ -1340,10 +1391,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (needs_pre_resolve) {
RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE);
}
- static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
- storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_voxelgi ? render_buffer->voxelgi_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_voxelgi ? render_buffer->voxelgi_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
+ storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_voxelgi ? render_buffer->voxelgi_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_voxelgi ? render_buffer->voxelgi_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
} else if (finish_depth) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
+ storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
}
RD::get_singleton()->draw_command_end_label();
}
@@ -1447,7 +1497,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
+ storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
}
if (using_separate_specular) {
@@ -1503,7 +1553,7 @@ void RenderForwardClustered::_render_shadow_begin() {
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
+void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -1518,6 +1568,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
render_data.instances = &p_instances;
render_data.lod_camera_plane = p_camera_plane;
render_data.lod_distance_multiplier = p_lod_distance_multiplier;
+ render_data.render_info = p_render_info;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
@@ -1535,7 +1586,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode, false, false, true);
uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from;
render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size);
- _fill_instance_data(RENDER_LIST_SECONDARY, render_list_from, render_list_size, false);
+ _fill_instance_data(RENDER_LIST_SECONDARY, p_render_info ? p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW] : (int *)nullptr, render_list_from, render_list_size, false);
{
//regular forward for now
@@ -2594,6 +2645,8 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
//Fill push constant
+ ginstance->base_flags = 0;
+
bool store_transform = true;
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
@@ -2737,6 +2790,7 @@ void RenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p
float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
+
ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
ginstance->lod_model_scale = max_scale;
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 579c8de05e..750c0167e7 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -108,7 +108,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
~RenderBufferDataForwardClustered();
};
- virtual RenderBufferData *_create_render_buffer_data();
+ virtual RenderBufferData *_create_render_buffer_data() override;
void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb);
RID render_base_uniform_set;
@@ -117,8 +117,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
- virtual void _base_uniforms_changed();
- virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
+ virtual void _base_uniforms_changed() override;
+ virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override;
void _update_render_base_uniform_set();
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
@@ -184,6 +184,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
};
enum {
+ INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5,
INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
@@ -196,7 +197,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16,
INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF,
- INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 24,
};
struct SceneState {
@@ -371,7 +371,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint32_t render_list_thread_threshold = 500;
void _update_instance_data_buffer(RenderListType p_render_list);
- void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
+ void _fill_instance_data(RenderListType p_render_list, int *p_render_info = nullptr, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, bool p_append = false);
Map<Size2i, RID> sdfgi_framebuffer_size_cache;
@@ -551,7 +551,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
}
};
- void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
+ void sort_by_reverse_depth_and_priority() { //used for alpha
SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
sorter.sort(elements.ptr(), elements.size());
@@ -565,46 +565,46 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RenderList render_list[RENDER_LIST_MAX];
protected:
- virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color);
+ virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
- virtual void _render_shadow_begin();
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true);
- virtual void _render_shadow_process();
- virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ virtual void _render_shadow_begin() override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_process() override;
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
+ virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
public:
- virtual GeometryInstance *geometry_instance_create(RID p_base);
- virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
- virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
- virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
- virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
- virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
- virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
- virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
- virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
- virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
- virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
- virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
- virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
- virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
-
- virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance);
- virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
-
- virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
-
- virtual uint32_t geometry_instance_get_pair_mask();
- virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
- virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
- virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
- virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count);
-
- virtual bool free(RID p_rid);
+ virtual GeometryInstance *geometry_instance_create(RID p_base) override;
+ virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
+ virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
+ virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
+ virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
+ virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
+ virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
+ virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
+ virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
+ virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
+ virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
+ virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
+ virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
+
+ virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override;
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override;
+
+ virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
+
+ virtual uint32_t geometry_instance_get_pair_mask() override;
+ virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
+ virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
+ virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
+ virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
+
+ virtual bool free(RID p_rid) override;
RenderForwardClustered(RendererStorageRD *p_storage);
~RenderForwardClustered();
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 f125931df8..d39823a1a3 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
@@ -320,8 +320,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
} else {
//specular write
blend_state = blend_state_opaque_specular;
- depth_stencil.enable_depth_test = false;
- depth_stencil.enable_depth_write = false;
}
}
@@ -437,94 +435,14 @@ void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
-void SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
-
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
}
SceneShaderForwardClustered::MaterialData::~MaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ free_parameters_uniform_set(uniform_set);
}
RendererStorageRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) {
@@ -546,11 +464,9 @@ SceneShaderForwardClustered::~SceneShaderForwardClustered() {
RD::get_singleton()->free(default_vec4_xform_buffer);
RD::get_singleton()->free(shadow_sampler);
- storage->free(wireframe_material_shader);
storage->free(overdraw_material_shader);
storage->free(default_shader);
- storage->free(wireframe_material);
storage->free(overdraw_material);
storage->free(default_material);
}
@@ -633,7 +549,6 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["SSS_STRENGTH"] = "sss_strength";
actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
- actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
actions.renames["BACKLIGHT"] = "backlight";
actions.renames["AO"] = "ao";
@@ -775,22 +690,23 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
+
+ default_material_shader_ptr = md->shader_data;
+ default_material_uniform_set = md->uniform_set;
}
{
overdraw_material_shader = storage->shader_allocate();
storage->shader_initialize(overdraw_material_shader);
- storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+ // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
+ storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
overdraw_material = storage->material_allocate();
storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);
- wireframe_material_shader = storage->shader_allocate();
- storage->shader_initialize(wireframe_material_shader);
- storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
- wireframe_material = storage->material_allocate();
- storage->material_initialize(wireframe_material);
- storage->material_set_shader(wireframe_material, wireframe_material_shader);
+ MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D);
+ overdraw_material_shader_ptr = md->shader_data;
+ overdraw_material_uniform_set = md->uniform_set;
}
{
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 8add9f8095..810b1f3876 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
@@ -166,17 +166,14 @@ public:
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
- RID uniform_buffer;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
@@ -192,8 +189,6 @@ public:
RID default_material;
RID overdraw_material_shader;
RID overdraw_material;
- RID wireframe_material_shader;
- RID wireframe_material;
RID default_shader_rd;
RID default_shader_sdfgi_rd;
@@ -202,6 +197,12 @@ public:
RID shadow_sampler;
+ RID default_material_uniform_set;
+ ShaderData *default_material_shader_ptr = nullptr;
+
+ RID overdraw_material_uniform_set;
+ ShaderData *overdraw_material_shader_ptr = nullptr;
+
SceneShaderForwardClustered();
~SceneShaderForwardClustered();
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 ae09d215ff..7fbd6e23b0 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -335,6 +335,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
bool using_ssr = false;
bool using_sss = false;
+ if (p_render_data->render_info) {
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = p_render_data->instances->size();
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_render_data->instances->size();
+ }
+
if (render_buffer) {
// setup rendering to render buffer
screen_size.x = render_buffer->width;
@@ -369,7 +374,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
_fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR);
render_list[RENDER_LIST_OPAQUE].sort_by_key();
- render_list[RENDER_LIST_ALPHA].sort_by_depth();
+ render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
// we no longer use this...
_fill_instance_data(RENDER_LIST_OPAQUE);
@@ -555,11 +560,15 @@ void RenderForwardMobile::_render_shadow_begin() {
render_list[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
+void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
+ if (p_render_info) {
+ p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = p_instances.size();
+ p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_instances.size();
+ }
RenderDataRD render_data;
render_data.cam_projection = p_projection;
render_data.cam_transform = p_transform;
@@ -567,6 +576,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
render_data.z_near = 0.0;
render_data.z_far = p_zfar;
render_data.instances = &p_instances;
+ render_data.render_info = p_render_info;
render_data.lod_camera_plane = p_camera_plane;
render_data.lod_distance_multiplier = p_lod_distance_multiplier;
@@ -927,6 +937,12 @@ RID RenderForwardMobile::_render_buffers_get_normal_texture(RID p_render_buffers
return RID();
}
+_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
+ static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
+ static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
+ return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
+}
+
void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append) {
if (p_render_list == RENDER_LIST_OPAQUE) {
scene_state.used_sss = false;
@@ -963,6 +979,10 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
uint32_t flags = inst->base_flags; //fill flags if appropriate
+ if (inst->non_uniform_scale) {
+ flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE;
+ }
+
bool uses_lightmap = false;
// bool uses_gi = false;
@@ -1032,21 +1052,42 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
distance = -distance_max;
}
- surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ uint32_t indices;
+ surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices);
+ if (p_render_data->render_info) {
+ indices = _indices_to_primitives(surf->primitive, indices);
+ if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
+ } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
+ }
+ }
} else {
surf->lod_index = 0;
+ if (p_render_data->render_info) {
+ uint32_t to_draw = storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ to_draw = _indices_to_primitives(surf->primitive, to_draw);
+ to_draw *= inst->instance_count;
+ if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ }
+ }
}
// ADD Element
if (p_pass_mode == PASS_MODE_COLOR) {
- if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+#ifdef DEBUG_ENABLED
+ bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
+#else
+ bool force_alpha = false;
+#endif
+ if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) {
rl->add_element(surf);
}
- if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
+ if (force_alpha || (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
render_list[RENDER_LIST_ALPHA].add_element(surf);
- // if (uses_gi) {
- // surf->sort.uses_forward_gi = 1;
- // }
}
if (uses_lightmap) {
@@ -1412,8 +1453,20 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
mesh_surface = surf->surface_shadow;
} else {
- material_uniform_set = surf->material_uniform_set;
- shader = surf->shader;
+#ifdef DEBUG_ENABLED
+ if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
+ material_uniform_set = scene_shader.default_material_uniform_set;
+ shader = scene_shader.default_material_shader_ptr;
+ } else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
+ material_uniform_set = scene_shader.overdraw_material_uniform_set;
+ shader = scene_shader.overdraw_material_shader_ptr;
+ } else {
+#endif
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+#ifdef DEBUG_ENABLED
+ }
+#endif
mesh_surface = surf->surface;
}
@@ -1995,6 +2048,7 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
//Fill push constant
bool store_transform = true;
+ ginstance->base_flags = 0;
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 99cbd45b10..f40f713c03 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -93,7 +93,7 @@ protected:
~RenderBufferDataForwardMobile();
};
- virtual RenderBufferData *_create_render_buffer_data();
+ virtual RenderBufferData *_create_render_buffer_data() override;
/* Rendering */
@@ -152,23 +152,23 @@ protected:
};
RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0);
- virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color);
+ virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
- virtual void _render_shadow_begin();
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true);
- virtual void _render_shadow_process();
- virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ virtual void _render_shadow_begin() override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_process() override;
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
+ virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
- virtual void _base_uniforms_changed();
+ virtual void _base_uniforms_changed() override;
void _update_render_base_uniform_set();
- virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
+ virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override;
void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false);
void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
@@ -356,7 +356,7 @@ protected:
}
};
- void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
+ void sort_by_reverse_depth_and_priority() { //used for alpha
SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
sorter.sort(elements.ptr(), elements.size());
@@ -390,6 +390,7 @@ protected:
// check which ones of these apply, probably all except GI and SDFGI
enum {
+ INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5,
INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
@@ -402,7 +403,6 @@ protected:
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16,
INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF,
- INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 24,
};
struct GeometryInstanceLightmapSH {
@@ -568,38 +568,38 @@ public:
void _geometry_instance_update(GeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
- virtual GeometryInstance *geometry_instance_create(RID p_base);
- virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
- virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
- virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
- virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
- virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
- virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
- virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
- virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
- virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
- virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
- virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
- virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
- virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
-
- virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance);
- virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
-
- virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
-
- virtual uint32_t geometry_instance_get_pair_mask();
- virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
- virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
- virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
- virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count);
-
- virtual bool free(RID p_rid);
-
- virtual bool is_dynamic_gi_supported() const;
- virtual bool is_clustered_enabled() const;
- virtual bool is_volumetric_supported() const;
- virtual uint32_t get_max_elements() const;
+ virtual GeometryInstance *geometry_instance_create(RID p_base) override;
+ virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
+ virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
+ virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
+ virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
+ virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
+ virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
+ virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
+ virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
+ virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
+ virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
+ virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
+ virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
+
+ virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override;
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override;
+
+ virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
+
+ virtual uint32_t geometry_instance_get_pair_mask() override;
+ virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
+ virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
+ virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
+ virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
+
+ virtual bool free(RID p_rid) override;
+
+ virtual bool is_dynamic_gi_supported() const override;
+ virtual bool is_clustered_enabled() const override;
+ virtual bool is_volumetric_supported() const override;
+ virtual uint32_t get_max_elements() const override;
RenderForwardMobile(RendererStorageRD *p_storage);
~RenderForwardMobile();
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 b5fb9fbc62..7709c8aadc 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
@@ -429,94 +429,14 @@ void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
-void SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
-
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
}
SceneShaderForwardMobile::MaterialData::~MaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ free_parameters_uniform_set(uniform_set);
}
RendererStorageRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {
@@ -621,7 +541,6 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["SSS_STRENGTH"] = "sss_strength";
actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
- actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
actions.renames["BACKLIGHT"] = "backlight";
actions.renames["AO"] = "ao";
@@ -759,22 +678,23 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
+
+ default_material_shader_ptr = md->shader_data;
+ default_material_uniform_set = md->uniform_set;
}
{
overdraw_material_shader = storage->shader_allocate();
storage->shader_initialize(overdraw_material_shader);
- storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+ // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
+ storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
overdraw_material = storage->material_allocate();
storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);
- wireframe_material_shader = storage->shader_allocate();
- storage->shader_initialize(wireframe_material_shader);
- storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
- wireframe_material = storage->material_allocate();
- storage->material_initialize(wireframe_material);
- storage->material_set_shader(wireframe_material, wireframe_material_shader);
+ MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D);
+ overdraw_material_shader_ptr = md->shader_data;
+ overdraw_material_uniform_set = md->uniform_set;
}
{
@@ -802,11 +722,9 @@ SceneShaderForwardMobile::~SceneShaderForwardMobile() {
RD::get_singleton()->free(default_vec4_xform_buffer);
RD::get_singleton()->free(shadow_sampler);
- storage->free(wireframe_material_shader);
storage->free(overdraw_material_shader);
storage->free(default_shader);
- storage->free(wireframe_material);
storage->free(overdraw_material);
storage->free(default_material);
}
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 f4f6ceeb1d..5c9e35fd0d 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
@@ -163,17 +163,14 @@ public:
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
- RID uniform_buffer;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
@@ -189,8 +186,6 @@ public:
RID default_material;
RID overdraw_material_shader;
RID overdraw_material;
- RID wireframe_material_shader;
- RID wireframe_material;
RID default_shader_rd;
RID default_vec4_xform_buffer;
@@ -198,6 +193,12 @@ public:
RID shadow_sampler;
+ RID default_material_uniform_set;
+ ShaderData *default_material_shader_ptr = nullptr;
+
+ RID overdraw_material_uniform_set;
+ ShaderData *overdraw_material_shader_ptr = nullptr;
+
SceneShaderForwardMobile();
~SceneShaderForwardMobile();
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
index b2b919c40e..22888ddbe5 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
@@ -31,20 +31,21 @@
#include "pipeline_cache_rd.h"
#include "core/os/memory.h"
-RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe) {
+RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass) {
RD::PipelineMultisampleState multisample_state_version = multisample_state;
- multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id);
+ multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id, p_render_pass);
RD::PipelineRasterizationState raster_state_version = rasterization_state;
raster_state_version.wireframe = p_wireframe;
- RID pipeline = RD::get_singleton()->render_pipeline_create(shader, p_framebuffer_format_id, p_vertex_format_id, render_primitive, raster_state_version, multisample_state_version, depth_stencil_state, blend_state, dynamic_state_flags);
+ RID pipeline = RD::get_singleton()->render_pipeline_create(shader, p_framebuffer_format_id, p_vertex_format_id, render_primitive, raster_state_version, multisample_state_version, depth_stencil_state, blend_state, dynamic_state_flags, p_render_pass);
ERR_FAIL_COND_V(pipeline.is_null(), RID());
versions = (Version *)memrealloc(versions, sizeof(Version) * (version_count + 1));
versions[version_count].framebuffer_id = p_framebuffer_format_id;
versions[version_count].vertex_id = p_vertex_format_id;
versions[version_count].wireframe = p_wireframe;
versions[version_count].pipeline = pipeline;
+ versions[version_count].render_pass = p_render_pass;
version_count++;
return pipeline;
}
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h
index b1c8f21ecc..387a8a038f 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.h
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h
@@ -50,6 +50,7 @@ class PipelineCacheRD {
struct Version {
RD::VertexFormatID vertex_id;
RD::FramebufferFormatID framebuffer_id;
+ uint32_t render_pass;
bool wireframe;
RID pipeline;
};
@@ -57,7 +58,7 @@ class PipelineCacheRD {
Version *versions;
uint32_t version_count;
- RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe);
+ RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass);
void _clear();
@@ -65,7 +66,7 @@ public:
void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0);
void update_shader(RID p_shader);
- _FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false) {
+ _FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V_MSG(shader.is_null(), RID(),
"Attempted to use an unused shader variant (shader is null),");
@@ -74,13 +75,13 @@ public:
spin_lock.lock();
RID result;
for (uint32_t i = 0; i < version_count; i++) {
- if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe) {
+ if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe && versions[i].render_pass == p_render_pass) {
result = versions[i].pipeline;
spin_lock.unlock();
return result;
}
}
- result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe);
+ result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe, p_render_pass);
spin_lock.unlock();
return result;
}
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index fe6d3be82e..1e3dbe69a3 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -408,6 +408,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
PushConstant push_constant;
Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
+ Transform2D draw_transform;
_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
Color base_color = p_item->final_modulate;
@@ -731,7 +732,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
mesh_instance = m->mesh_instance;
texture = m->texture;
modulate = m->modulate;
- _update_transform_2d_to_mat2x3(base_transform * m->transform, push_constant.world);
+ _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
RID multimesh = mm->multimesh;
@@ -864,10 +865,10 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
for (int j = 0; j < 6; j++) {
push_constant.world[j] = world_backup[j];
}
-
} break;
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
+ draw_transform = transform->xform;
_update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
} break;
@@ -2200,94 +2201,14 @@ RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
return shader_data;
}
-void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false);
- }
-
- if (shader_data->ubo_size == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
RendererCanvasRenderRD::MaterialData::~MaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ free_parameters_uniform_set(uniform_set);
}
RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 8c1376e2dc..7c4f62832c 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -201,14 +201,11 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
- RID uniform_buffer;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
@@ -457,8 +454,6 @@ public:
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
- void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
-
virtual void set_shadow_texture_size(int p_size);
void set_time(double p_time);
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index f9ac7c8fa3..a8f086b0f9 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -60,8 +60,7 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID
}
Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
- BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER :
- BLIT_MODE_NORMAL;
+ BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : (p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER : BLIT_MODE_NORMAL);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
@@ -111,13 +110,14 @@ void RendererCompositorRD::initialize() {
blit_modes.push_back("\n");
blit_modes.push_back("\n#define USE_LAYER\n");
blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
+ blit_modes.push_back("\n");
blit.shader.initialize(blit_modes);
blit.shader_version = blit.shader.version_create();
for (int i = 0; i < BLIT_MODE_MAX; i++) {
- blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
+ blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
}
//create index array for copy shader
@@ -153,6 +153,81 @@ void RendererCompositorRD::finalize() {
RD::get_singleton()->free(blit.sampler);
}
+void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
+ RD::get_singleton()->prepare_screen_for_drawing();
+
+ RID texture = storage->texture_allocate();
+ storage->texture_2d_initialize(texture, p_image);
+ RID rd_texture = storage->texture_get_rd_texture(texture);
+
+ RID uset;
+ {
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(blit.sampler);
+ u.ids.push_back(rd_texture);
+ uniforms.push_back(u);
+ uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
+ }
+
+ Size2 window_size = DisplayServer::get_singleton()->window_get_size();
+ print_line("window size: " + window_size);
+
+ Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
+ Rect2 screenrect;
+ if (p_scale) {
+ if (window_size.width > window_size.height) {
+ //scale horizontally
+ screenrect.size.y = window_size.height;
+ screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
+ screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
+
+ } else {
+ //scale vertically
+ screenrect.size.x = window_size.width;
+ screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
+ screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
+ }
+ } else {
+ screenrect = imgrect;
+ screenrect.position += ((Size2(window_size.width, window_size.height) - screenrect.size) / 2.0).floor();
+ }
+
+ screenrect.position /= window_size;
+ screenrect.size /= window_size;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
+
+ blit.push_constant.rect[0] = screenrect.position.x;
+ blit.push_constant.rect[1] = screenrect.position.y;
+ blit.push_constant.rect[2] = screenrect.size.width;
+ blit.push_constant.rect[3] = screenrect.size.height;
+ blit.push_constant.layer = 0;
+ blit.push_constant.eye_center[0] = 0;
+ blit.push_constant.eye_center[1] = 0;
+ blit.push_constant.k1 = 0;
+ blit.push_constant.k2 = 0;
+ blit.push_constant.upscale = 1.0;
+ blit.push_constant.aspect_ratio = 1.0;
+
+ print_line("rect: " + screenrect);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+
+ RD::get_singleton()->draw_list_end();
+
+ RD::get_singleton()->swap_buffers();
+
+ RD::get_singleton()->free(texture);
+}
+
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 7a78322051..15b3b77ed9 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -50,6 +50,7 @@ protected:
BLIT_MODE_NORMAL,
BLIT_MODE_USE_LAYER,
BLIT_MODE_LENS,
+ BLIT_MODE_NORMAL_ALPHA,
BLIT_MODE_MAX
};
@@ -88,7 +89,7 @@ public:
RendererCanvasRender *get_canvas() { return canvas; }
RendererSceneRender *get_scene() { return scene; }
- void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {}
+ void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter);
void initialize();
void begin_frame(double frame_step);
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index 43a4058ab6..98d08f68e8 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -1862,7 +1862,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
#if 0
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(cascades[cascade].sdf, 0);
Ref<Image> img;
- img.instance();
+ img.instantiate();
for (uint32_t i = 0; i < cascade_size; i++) {
Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1);
img->create(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr);
@@ -1875,7 +1875,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
#if 0
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(render_albedo, 0);
Ref<Image> img;
- img.instance();
+ img.instantiate();
for (uint32_t i = 0; i < cascade_size; i++) {
Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1);
img->createcascade_size, cascade_size, false, Image::FORMAT_RGB565, subarr);
@@ -3029,8 +3029,6 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
RID voxel_gi_buffer = p_scene_render->render_buffers_get_voxel_gi_buffer(p_render_buffers);
- RD::get_singleton()->draw_command_begin_label("VoxelGIs Setup");
-
VoxelGIData voxel_gi_data[MAX_VOXEL_GI_INSTANCES];
bool voxel_gi_instances_changed = false;
@@ -3078,9 +3076,6 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
gipd.bias = storage->voxel_gi_get_bias(base_probe);
gipd.normal_bias = storage->voxel_gi_get_normal_bias(base_probe);
gipd.blend_ambient = !storage->voxel_gi_is_interior(base_probe);
- gipd.anisotropy_strength = 0;
- gipd.ao = storage->voxel_gi_get_ao(base_probe);
- gipd.ao_size = Math::pow(storage->voxel_gi_get_ao_size(base_probe), 4.0f);
gipd.mipmaps = gipi->mipmaps.size();
}
@@ -3113,10 +3108,12 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
}
if (p_voxel_gi_instances.size() > 0) {
+ RD::get_singleton()->draw_command_begin_label("VoxelGIs Setup");
+
RD::get_singleton()->buffer_update(voxel_gi_buffer, 0, sizeof(VoxelGIData) * MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size()), voxel_gi_data, RD::BARRIER_MASK_COMPUTE);
- }
- RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_command_end_label();
+ }
}
void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
@@ -3349,6 +3346,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
} else {
mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI);
}
+
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi.uniform_set, 0);
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
index 45fc7b3951..128bf09063 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
@@ -611,9 +611,9 @@ public:
uint32_t blend_ambient;
uint32_t texture_slot;
- float anisotropy_strength;
- float ao;
- float ao_size;
+ uint32_t pad0;
+ uint32_t pad1;
+ uint32_t pad2;
uint32_t mipmaps;
};
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index be98fb42c0..a70514e9e5 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -486,7 +486,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
color.b *= env->bg_energy;
Ref<Image> ret;
- ret.instance();
+ ret.instantiate();
ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
for (int i = 0; i < p_size.width; i++) {
for (int j = 0; j < p_size.height; j++) {
@@ -709,6 +709,10 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
}
}
+ if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
+ atlas->reflections.write[rpi->atlas_index].owner = p_instance;
+ }
+
rpi->atlas = p_reflection_atlas;
rpi->rendering = true;
rpi->dirty = false;
@@ -3522,7 +3526,6 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
-
{
for (int i = 0; i < render_state.render_shadow_count; i++) {
LightInstance *li = light_instance_owner.getornull(render_state.render_shadows[i].light);
@@ -3538,7 +3541,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//cube shadows are rendered in their own way
for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true);
+ _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info);
}
if (render_state.directional_shadows.size()) {
@@ -3568,11 +3571,11 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//render directional shadows
for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false);
+ _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
}
//render positional shadows
for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true);
+ _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
}
_render_shadow_process();
@@ -3641,7 +3644,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
}
-void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data) {
+void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
// getting this here now so we can direct call a bunch of things more easily
RenderBuffers *rb = nullptr;
if (p_render_buffers.is_valid()) {
@@ -3696,6 +3699,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
render_state.render_sdfgi_regions = p_render_sdfgi_regions;
render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
render_state.sdfgi_update_data = p_sdfgi_update_data;
+ render_data.render_info = r_render_info;
}
PagedArray<RID> empty;
@@ -3759,9 +3763,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
rb->sdfgi->update_light();
}
- if (p_voxel_gi_instances.size()) {
- gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
- }
+ gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
}
render_state.depth_prepass_used = false;
@@ -3808,7 +3810,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
}
}
-void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region) {
+void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
LightInstance *light_instance = light_instance_owner.getornull(p_light);
ERR_FAIL_COND(!light_instance);
@@ -3954,7 +3956,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
if (render_cubemap) {
//rendering to cubemap
- _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true);
+ _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info);
if (finalize_cubemap) {
_render_shadow_process();
_render_shadow_end();
@@ -3975,7 +3977,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
} else {
//render shadow
- _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass);
+ _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
}
}
@@ -4174,7 +4176,7 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
{
PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
Ref<Image> img;
- img.instance();
+ img.instantiate();
img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
RD::get_singleton()->free(albedo_alpha_tex);
ret.push_back(img);
@@ -4183,7 +4185,7 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
{
PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
Ref<Image> img;
- img.instance();
+ img.instantiate();
img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
RD::get_singleton()->free(normal_tex);
ret.push_back(img);
@@ -4192,7 +4194,7 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
{
PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
Ref<Image> img;
- img.instance();
+ img.instantiate();
img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
RD::get_singleton()->free(orm_tex);
ret.push_back(img);
@@ -4201,7 +4203,7 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
{
PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
Ref<Image> img;
- img.instance();
+ img.instantiate();
img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
RD::get_singleton()->free(emission_tex);
ret.push_back(img);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 9a793e42c5..be3d3551c7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -40,6 +40,7 @@
#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
+#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
@@ -79,6 +80,8 @@ struct RenderDataRD {
uint32_t cluster_max_elements = 0;
uint32_t directional_light_count = 0;
+
+ RendererScene::RenderInfo *render_info = nullptr;
};
class RendererSceneRenderRD : public RendererSceneRender {
@@ -103,7 +106,7 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
virtual void _render_shadow_begin() = 0;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true) = 0;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
virtual void _render_shadow_process() = 0;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
@@ -746,7 +749,7 @@ private:
uint32_t max_cluster_elements = 512;
- void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true);
+ void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
public:
virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
@@ -754,10 +757,10 @@ public:
/* SHADOW ATLAS API */
- RID shadow_atlas_create();
- void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false);
- void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
- bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
+ virtual RID shadow_atlas_create() override;
+ virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override;
+ virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
+ virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override;
_FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
ERR_FAIL_COND_V(!atlas, false);
@@ -776,9 +779,9 @@ public:
return Size2(atlas->size, atlas->size);
}
- void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false);
- int get_directional_light_shadow_size(RID p_light_intance);
- void set_directional_shadow_count(int p_count);
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override;
+ virtual int get_directional_light_shadow_size(RID p_light_intance) override;
+ virtual void set_directional_shadow_count(int p_count) override;
_FORCE_INLINE_ RID directional_shadow_get_texture() {
return directional_shadow.depth;
@@ -790,43 +793,43 @@ public:
/* SDFGI UPDATE */
- virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position);
- virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const;
- virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const;
- virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const;
+ virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
+ virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
+ virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
+ virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
/* SKY API */
- virtual RID sky_allocate();
- virtual void sky_initialize(RID p_rid);
+ virtual RID sky_allocate() override;
+ virtual void sky_initialize(RID p_rid) override;
- void sky_set_radiance_size(RID p_sky, int p_radiance_size);
- void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
- void sky_set_material(RID p_sky, RID p_material);
- Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size);
+ virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
+ virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
+ virtual void sky_set_material(RID p_sky, RID p_material) override;
+ virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
/* ENVIRONMENT API */
- virtual RID environment_allocate();
- virtual void environment_initialize(RID p_rid);
+ virtual RID environment_allocate() override;
+ virtual void environment_initialize(RID p_rid) override;
- void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
- void environment_set_sky(RID p_env, RID p_sky);
- void environment_set_sky_custom_fov(RID p_env, float p_scale);
- void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
- void environment_set_bg_color(RID p_env, const Color &p_color);
- void environment_set_bg_energy(RID p_env, float p_energy);
- void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
- void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color());
+ virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
+ virtual void environment_set_sky(RID p_env, RID p_sky) override;
+ virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
+ virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
+ virtual void environment_set_bg_color(RID p_env, const Color &p_color) override;
+ virtual void environment_set_bg_energy(RID p_env, float p_energy) override;
+ virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
+ virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) override;
- RS::EnvironmentBG environment_get_background(RID p_env) const;
+ virtual RS::EnvironmentBG environment_get_background(RID p_env) const override;
RID environment_get_sky(RID p_env) const;
float environment_get_sky_custom_fov(RID p_env) const;
Basis environment_get_sky_orientation(RID p_env) const;
Color environment_get_bg_color(RID p_env) const;
float environment_get_bg_energy(RID p_env) const;
- int environment_get_canvas_max_layer(RID p_env) const;
+ virtual int environment_get_canvas_max_layer(RID p_env) const override;
Color environment_get_ambient_light_color(RID p_env) const;
RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
float environment_get_ambient_light_energy(RID p_env) const;
@@ -834,13 +837,13 @@ public:
RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
Color environment_get_ao_color(RID p_env) const;
- bool is_environment(RID p_env) const;
+ virtual bool is_environment(RID p_env) const override;
- void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
- void environment_glow_set_use_bicubic_upscale(bool p_enable);
- void environment_glow_set_use_high_quality(bool p_enable);
+ virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) override;
+ virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
+ virtual void environment_glow_set_use_high_quality(bool p_enable) override;
- void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective);
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override;
bool environment_is_fog_enabled(RID p_env) const;
Color environment_get_fog_light_color(RID p_env) const;
float environment_get_fog_light_energy(RID p_env) const;
@@ -850,47 +853,47 @@ public:
float environment_get_fog_height_density(RID p_env) const;
float environment_get_fog_aerial_perspective(RID p_env) const;
- void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override;
- virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth);
- virtual void environment_set_volumetric_fog_filter_active(bool p_enable);
+ virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
+ virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
- void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
- void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
- void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);
+ virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override;
+ virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override;
+ virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
bool environment_is_ssao_enabled(RID p_env) const;
float environment_get_ssao_ao_affect(RID p_env) const;
float environment_get_ssao_light_affect(RID p_env) const;
bool environment_is_ssr_enabled(RID p_env) const;
bool environment_is_sdfgi_enabled(RID p_env) const;
- virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
- virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count);
- virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames);
- virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update);
+ virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override;
+ virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
+ virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
+ virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
- void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality);
+ virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
- void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
- void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction);
+ virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override;
+ virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override;
- virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size);
+ virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
- virtual RID camera_effects_allocate();
- virtual void camera_effects_initialize(RID p_rid);
+ virtual RID camera_effects_allocate() override;
+ virtual void camera_effects_initialize(RID p_rid) override;
- virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter);
- virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape);
+ virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
+ virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
- virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount);
- virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure);
+ virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override;
+ virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
- RID light_instance_create(RID p_light);
- void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform);
- void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb);
- void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2());
- void light_instance_mark_visible(RID p_light_instance);
+ virtual RID light_instance_create(RID p_light) override;
+ virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
+ virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
+ virtual void light_instance_mark_visible(RID p_light_instance) override;
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
LightInstance *li = light_instance_owner.getornull(p_light_instance);
@@ -1017,9 +1020,9 @@ public:
return li->light_type;
}
- virtual RID reflection_atlas_create();
- virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count);
- virtual int reflection_atlas_get_size(RID p_ref_atlas) const;
+ virtual RID reflection_atlas_create() override;
+ virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
+ virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
_FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_ref_atlas);
@@ -1027,13 +1030,13 @@ public:
return atlas->reflection;
}
- virtual RID reflection_probe_instance_create(RID p_probe);
- virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform);
- virtual void reflection_probe_release_atlas_index(RID p_instance);
- virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
- virtual bool reflection_probe_instance_has_reflection(RID p_instance);
- virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
- virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
+ virtual RID reflection_probe_instance_create(RID p_probe) override;
+ virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
+ virtual void reflection_probe_release_atlas_index(RID p_instance) override;
+ virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
+ virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
+ virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
+ virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
uint32_t reflection_probe_instance_get_resolution(RID p_instance);
RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
@@ -1086,8 +1089,8 @@ public:
return rpi->atlas_index;
}
- virtual RID decal_instance_create(RID p_decal);
- virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform);
+ virtual RID decal_instance_create(RID p_decal) override;
+ virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
_FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
DecalInstance *decal = decal_instance_owner.getornull(p_decal);
@@ -1099,8 +1102,8 @@ public:
return decal->transform;
}
- virtual RID lightmap_instance_create(RID p_lightmap);
- virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform);
+ virtual RID lightmap_instance_create(RID p_lightmap) override;
+ virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
_FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
return lightmap_instance_owner.getornull(p_lightmap_instance) != nullptr;
}
@@ -1118,17 +1121,17 @@ public:
/* gi light probes */
- RID voxel_gi_instance_create(RID p_base);
- void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform);
- bool voxel_gi_needs_update(RID p_probe) const;
- void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects);
- void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) { gi.voxel_gi_quality = p_quality; }
+ virtual RID voxel_gi_instance_create(RID p_base) override;
+ virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
+ virtual bool voxel_gi_needs_update(RID p_probe) const override;
+ virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override;
+ virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
/* render buffers */
- RID render_buffers_create();
- void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count);
- void gi_set_use_half_resolution(bool p_enable);
+ virtual RID render_buffers_create() override;
+ virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override;
+ virtual void gi_set_use_half_resolution(bool p_enable) override;
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
@@ -1156,30 +1159,30 @@ public:
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
- void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr);
+ virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
- void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances);
+ virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
- virtual void set_scene_pass(uint64_t p_pass) {
+ virtual void set_scene_pass(uint64_t p_pass) override {
scene_pass = p_pass;
}
_FORCE_INLINE_ uint64_t get_scene_pass() {
return scene_pass;
}
- virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit);
- virtual bool screen_space_roughness_limiter_is_active() const;
+ virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
+ virtual bool screen_space_roughness_limiter_is_active() const override;
virtual float screen_space_roughness_limiter_get_amount() const;
virtual float screen_space_roughness_limiter_get_limit() const;
- virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality);
+ virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
- virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale);
+ virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
- virtual void shadows_quality_set(RS::ShadowQuality p_quality);
- virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality);
+ virtual void shadows_quality_set(RS::ShadowQuality p_quality) override;
+ virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
_FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
_FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
@@ -1198,18 +1201,18 @@ public:
int get_roughness_layers() const;
bool is_using_radiance_cubemap_array() const;
- virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
+ virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
- virtual bool free(RID p_rid);
+ virtual bool free(RID p_rid) override;
- virtual void update();
+ virtual void update() override;
- virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw);
+ virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
return debug_draw;
}
- void set_time(double p_time, double p_step);
+ virtual void set_time(double p_time, double p_step) override;
RID get_reflection_probe_buffer();
RID get_omni_light_buffer();
@@ -1218,7 +1221,7 @@ public:
RID get_decal_buffer();
int get_max_directional_lights() const;
- void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
+ virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
virtual bool is_dynamic_gi_supported() const;
virtual bool is_clustered_enabled() const;
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 1aa01dd16e..e701219617 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -230,96 +230,73 @@ RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
////////////////////////////////////////////////////////////////////////////////
// Sky material
-void RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
uniform_set_updated = true;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
- }
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
+}
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
+RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
+////////////////////////////////////////////////////////////////////////////////
+// Render sky
+
+static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
+ p_array[0] = p_basis.elements[0][0];
+ p_array[1] = p_basis.elements[1][0];
+ p_array[2] = p_basis.elements[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_basis.elements[0][1];
+ p_array[5] = p_basis.elements[1][1];
+ p_array[6] = p_basis.elements[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_basis.elements[0][2];
+ p_array[9] = p_basis.elements[1][2];
+ p_array[10] = p_basis.elements[2][2];
+ p_array[11] = 0;
+}
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
+void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
+ SkyPushConstant sky_push_constant;
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
+ memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ // We only need key components of our projection matrix
+ sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
+ sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
+ sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
+ sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
}
+ sky_push_constant.position[0] = p_position.x;
+ sky_push_constant.position[1] = p_position.y;
+ sky_push_constant.position[2] = p_position.z;
+ sky_push_constant.multiplier = p_multiplier;
+ sky_push_constant.time = p_time;
+ store_transform_3x3(p_orientation, sky_push_constant.orientation);
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
+ RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
- Vector<RD::Uniform> uniforms;
+ RD::DrawListID draw_list = p_list;
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
+ if (p_uniform_set.is_valid()) { //material may not have uniform set
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
}
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
-}
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ RD::get_singleton()->draw_list_draw(draw_list, true);
}
////////////////////////////////////////////////////////////////////////////////
@@ -628,7 +605,7 @@ Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage,
RD::get_singleton()->free(rad_tex);
Ref<Image> img;
- img.instance();
+ img.instantiate();
img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
for (int i = 0; i < p_size.width; i++) {
for (int j = 0; j < p_size.height; j++) {
@@ -892,6 +869,41 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
}
+
+ { //create index array for copy shaders
+ Vector<uint8_t> pv;
+ pv.resize(6 * 4);
+ {
+ uint8_t *w = pv.ptrw();
+ int *p32 = (int *)w;
+ p32[0] = 0;
+ p32[1] = 1;
+ p32[2] = 2;
+ p32[3] = 0;
+ p32[4] = 2;
+ p32[5] = 3;
+ }
+ index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
+ index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
+ }
+}
+
+RendererSceneSkyRD::~RendererSceneSkyRD() {
+ // TODO cleanup anything created in init...
+
+ if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
+ RD::get_singleton()->free(sky_scene_state.uniform_set);
+ }
+
+ if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
+ RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
+ }
+
+ if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
+ RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
+ }
+
+ RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
@@ -1156,7 +1168,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
}
@@ -1174,7 +1186,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
}
@@ -1188,7 +1200,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
@@ -1305,7 +1317,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- storage->get_effects()->render_sky(draw_list, p_time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
@@ -1318,7 +1330,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- storage->get_effects()->render_sky(draw_list, p_time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
@@ -1332,7 +1344,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- storage->get_effects()->render_sky(draw_list, p_time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index 200902bff2..4f852e55a7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -43,9 +43,6 @@
class RendererSceneRenderRD;
class RendererSceneSkyRD {
-private:
- RendererStorageRD *storage;
-
public:
enum SkySet {
SKY_SET_UNIFORMS,
@@ -55,6 +52,22 @@ public:
SKY_SET_MAX
};
+ // Skys need less info from Directional Lights than the normal shaders
+ struct SkyDirectionalLightData {
+ float direction[3];
+ float energy;
+ float color[3];
+ float size;
+ uint32_t enabled;
+ uint32_t pad[3];
+ };
+
+private:
+ RendererStorageRD *storage;
+
+ RID index_buffer;
+ RID index_array;
+
enum SkyTextureSetVersion {
SKY_TEXTURE_SET_BACKGROUND,
SKY_TEXTURE_SET_HALF_RES,
@@ -80,16 +93,53 @@ public:
SKY_VERSION_MAX
};
- // Skys need less info from Directional Lights than the normal shaders
- struct SkyDirectionalLightData {
- float direction[3];
- float energy;
- float color[3];
- float size;
- uint32_t enabled;
- uint32_t pad[3];
+ struct SkyPushConstant {
+ float orientation[12]; // 48 - 48
+ float projections[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 80
+ float position[3]; // 12 - 92
+ float multiplier; // 4 - 96
+ float time; // 4 - 100
+ float pad[3]; // 12 - 112 // Using pad to align on 16 bytes
+ // 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
};
+ struct SkyShaderData : public RendererStorageRD::ShaderData {
+ bool valid;
+ RID version;
+
+ PipelineCacheRD pipelines[SKY_VERSION_MAX];
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String path;
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ bool uses_time;
+ bool uses_position;
+ bool uses_half_res;
+ bool uses_quarter_res;
+ bool uses_light;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+ SkyShaderData();
+ virtual ~SkyShaderData();
+ };
+
+ void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
+
+public:
struct SkySceneState {
struct UBO {
uint32_t volumetric_fog_enabled;
@@ -160,40 +210,6 @@ public:
void update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end);
};
- struct SkyShaderData : public RendererStorageRD::ShaderData {
- bool valid;
- RID version;
-
- PipelineCacheRD pipelines[SKY_VERSION_MAX];
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
-
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
-
- String path;
- String code;
- Map<StringName, RID> default_texture_params;
-
- bool uses_time;
- bool uses_position;
- bool uses_half_res;
- bool uses_quarter_res;
- bool uses_light;
-
- virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
- virtual bool is_param_texture(const StringName &p_param) const;
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual Variant get_default_parameter(const StringName &p_parameter) const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
- SkyShaderData();
- virtual ~SkyShaderData();
- };
-
/* Sky shader */
struct SkyShader {
@@ -208,15 +224,12 @@ public:
struct SkyMaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
SkyShaderData *shader_data;
- RID uniform_buffer;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
bool uniform_set_updated;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~SkyMaterialData();
};
@@ -270,8 +283,8 @@ public:
static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader);
RendererSceneSkyRD();
-
void init(RendererStorageRD *p_storage);
+ ~RendererSceneSkyRD();
void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 246b5f0e4c..6738f499bd 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -35,6 +35,7 @@
#include "core/io/resource_loader.h"
#include "core/math/math_defs.h"
#include "renderer_compositor_rd.h"
+#include "servers/rendering/rendering_server_globals.h"
#include "servers/rendering/shader_language.h"
bool RendererStorageRD::can_create_resources_async() const {
@@ -883,10 +884,6 @@ void RendererStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_im
RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data());
}
-void RendererStorageRD::texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer) {
- _texture_2d_update(p_texture, p_image, p_layer, true);
-}
-
void RendererStorageRD::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
_texture_2d_update(p_texture, p_image, p_layer, false);
}
@@ -972,7 +969,7 @@ void RendererStorageRD::texture_2d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
- image.instance();
+ image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
for (int i = 0; i < 4; i++) {
@@ -988,7 +985,7 @@ void RendererStorageRD::texture_2d_layered_placeholder_initialize(RID p_texture,
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
- image.instance();
+ image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
for (int i = 0; i < 4; i++) {
@@ -1014,7 +1011,7 @@ void RendererStorageRD::texture_3d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
- image.instance();
+ image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
for (int i = 0; i < 4; i++) {
@@ -1044,7 +1041,7 @@ Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const {
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
Ref<Image> image;
- image.instance();
+ image.instantiate();
image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (tex->format != tex->validated_format) {
@@ -1067,7 +1064,7 @@ Ref<Image> RendererStorageRD::texture_2d_layer_get(RID p_texture, int p_layer) c
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, p_layer);
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
Ref<Image> image;
- image.instance();
+ image.instantiate();
image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (tex->format != tex->validated_format) {
@@ -1095,7 +1092,7 @@ Vector<Ref<Image>> RendererStorageRD::texture_3d_get(RID p_texture) const {
Vector<uint8_t> sub_region = all_data.subarray(bs.offset, bs.offset + bs.buffer_size - 1);
Ref<Image> img;
- img.instance();
+ img.instantiate();
img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region);
ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>());
if (tex->format != tex->validated_format) {
@@ -1234,7 +1231,7 @@ RID RendererStorageRD::canvas_texture_allocate() {
return canvas_texture_owner.allocate_rid();
}
void RendererStorageRD::canvas_texture_initialize(RID p_rid) {
- canvas_texture_owner.initialize_rid(p_rid, memnew(CanvasTexture));
+ canvas_texture_owner.initialize_rid(p_rid);
}
void RendererStorageRD::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
@@ -1529,27 +1526,18 @@ RID RendererStorageRD::material_allocate() {
return material_owner.allocate_rid();
}
void RendererStorageRD::material_initialize(RID p_rid) {
- Material material;
- material.data = nullptr;
- material.shader = nullptr;
- material.shader_type = SHADER_TYPE_MAX;
- material.update_next = nullptr;
- material.update_requested = false;
- material.uniform_dirty = false;
- material.texture_dirty = false;
- material.priority = 0;
- material.self = p_rid;
- material_owner.initialize_rid(p_rid, material);
+ material_owner.initialize_rid(p_rid);
+ Material *material = material_owner.getornull(p_rid);
+ material->self = p_rid;
}
void RendererStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
- if (material->update_requested) {
+ if (material->update_element.in_list()) {
return;
}
- material->update_next = material_update_list;
- material_update_list = material;
- material->update_requested = true;
+ material_update_list.add(&material->update_element);
+
material->uniform_dirty = material->uniform_dirty || p_uniform;
material->texture_dirty = material->texture_dirty || p_texture;
}
@@ -1604,6 +1592,7 @@ void RendererStorageRD::material_set_param(RID p_material, const StringName &p_p
if (p_value.get_type() == Variant::NIL) {
material->params.erase(p_param);
} else {
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
material->params[p_param] = p_value;
}
@@ -2235,6 +2224,10 @@ RendererStorageRD::MaterialData::~MaterialData() {
//unregister material from those using global textures
rs->global_variables.materials_using_texture.erase(global_texture_E);
}
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
}
void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
@@ -2384,6 +2377,105 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
}
}
+void RendererStorageRD::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
+ if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(p_uniform_set);
+ }
+}
+
+bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
+ if ((uint32_t)ubo_data.size() != p_ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(p_ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
+ }
+
+ uint32_t tex_uniform_count = p_texture_uniforms.size();
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
+ }
+
+ if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return false;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return false;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ if (p_ubo_size) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + i;
+ u.ids.push_back(textures[i]);
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
+
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, _material_uniform_set_erased, &self);
+
+ return true;
+}
+
+void RendererStorageRD::_material_uniform_set_erased(const RID &p_set, void *p_material) {
+ RID rid = *(RID *)p_material;
+ Material *material = base_singleton->material_owner.getornull(rid);
+ if (material) {
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
+ }
+}
+
void RendererStorageRD::material_force_update_textures(RID p_material, ShaderType p_shader_type) {
Material *material = material_owner.getornull(p_material);
if (material->shader_type != p_shader_type) {
@@ -2395,20 +2487,23 @@ void RendererStorageRD::material_force_update_textures(RID p_material, ShaderTyp
}
void RendererStorageRD::_update_queued_materials() {
- Material *material = material_update_list;
- while (material) {
- Material *next = material->update_next;
+ while (material_update_list.first()) {
+ Material *material = material_update_list.first()->self();
+ bool uniforms_changed = false;
if (material->data) {
- material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
+ uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
}
- material->update_requested = false;
material->texture_dirty = false;
material->uniform_dirty = false;
- material->update_next = nullptr;
- material = next;
+
+ material_update_list.remove(&material->update_element);
+
+ if (uniforms_changed) {
+ //some implementations such as 3D renderer cache the matreial uniform set, so update is required
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
+ }
}
- material_update_list = nullptr;
}
/* MESH API */
@@ -2463,7 +2558,7 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
} break;
case RS::ARRAY_COLOR: {
- attrib_stride += sizeof(int16_t) * 4;
+ attrib_stride += sizeof(uint32_t);
} break;
case RS::ARRAY_TEX_UV: {
attrib_stride += sizeof(float) * 2;
@@ -2551,6 +2646,7 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
s->lods[i].index_buffer = RD::get_singleton()->index_buffer_create(indices, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.lods[i].index_data);
s->lods[i].index_array = RD::get_singleton()->index_array_create(s->lods[i].index_buffer, 0, indices);
s->lods[i].edge_length = p_surface.lods[i].edge_length;
+ s->lods[i].index_count = indices;
}
}
}
@@ -2655,7 +2751,7 @@ RS::BlendShapeMode RendererStorageRD::mesh_get_blend_shape_mode(RID p_mesh) cons
return mesh->blend_shape_mode;
}
-void RendererStorageRD::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+void RendererStorageRD::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
@@ -2666,6 +2762,30 @@ void RendererStorageRD::mesh_surface_update_region(RID p_mesh, int p_surface, in
RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->vertex_buffer, p_offset, data_size, r);
}
+void RendererStorageRD::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+ ERR_FAIL_COND(mesh->surfaces[p_surface]->attribute_buffer.is_null());
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+
+ RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->attribute_buffer, p_offset, data_size, r);
+}
+
+void RendererStorageRD::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+ ERR_FAIL_COND(mesh->surfaces[p_surface]->skin_buffer.is_null());
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+
+ RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->skin_buffer, p_offset, data_size, r);
+}
+
void RendererStorageRD::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
@@ -2934,7 +3054,8 @@ RID RendererStorageRD::mesh_instance_create(RID p_base) {
Mesh *mesh = mesh_owner.getornull(p_base);
ERR_FAIL_COND_V(!mesh, RID());
- MeshInstance *mi = memnew(MeshInstance);
+ RID rid = mesh_instance_owner.make_rid();
+ MeshInstance *mi = mesh_instance_owner.getornull(rid);
mi->mesh = mesh;
@@ -2946,7 +3067,7 @@ RID RendererStorageRD::mesh_instance_create(RID p_base) {
mi->dirty = true;
- return mesh_instance_owner.make_rid(mi);
+ return rid;
}
void RendererStorageRD::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
@@ -3233,8 +3354,8 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf
case RS::ARRAY_COLOR: {
vd.offset = attribute_stride;
- vd.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- attribute_stride += sizeof(int16_t) * 4;
+ vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ attribute_stride += sizeof(int8_t) * 4;
buffer = s->attribute_buffer;
} break;
case RS::ARRAY_TEX_UV: {
@@ -3896,6 +4017,7 @@ void RendererStorageRD::particles_set_emitting(RID p_particles, bool p_emitting)
}
bool RendererStorageRD::particles_get_emitting(RID p_particles) {
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, false);
@@ -4218,6 +4340,10 @@ void RendererStorageRD::particles_request_process(RID p_particles) {
}
AABB RendererStorageRD::particles_get_current_aabb(RID p_particles) {
+ if (RSG::threaded) {
+ WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care.");
+ }
+
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, AABB());
@@ -5102,6 +5228,7 @@ void RendererStorageRD::update_particles() {
}
bool RendererStorageRD::particles_is_inactive(RID p_particles) const {
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, false);
return !particles->emitting && particles->inactive;
@@ -5252,94 +5379,14 @@ RendererStorageRD::ShaderData *RendererStorageRD::_create_particles_shader_func(
return shader_data;
}
-void RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
uniform_set_updated = true;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
-
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
}
RendererStorageRD::ParticlesMaterialData::~ParticlesMaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ free_parameters_uniform_set(uniform_set);
}
RendererStorageRD::MaterialData *RendererStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) {
@@ -6003,20 +6050,6 @@ RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_m
return light->directional_shadow_mode;
}
-void RendererStorageRD::light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->directional_range_mode = p_range_mode;
-}
-
-RS::LightDirectionalShadowDepthRangeMode RendererStorageRD::light_directional_get_shadow_depth_range_mode(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
-
- return light->directional_range_mode;
-}
-
uint32_t RendererStorageRD::light_get_max_sdfgi_cascade(RID p_light) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, 0);
@@ -6610,32 +6643,6 @@ float RendererStorageRD::voxel_gi_get_energy(RID p_voxel_gi) const {
return voxel_gi->energy;
}
-void RendererStorageRD::voxel_gi_set_ao(RID p_voxel_gi, float p_ao) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->ao = p_ao;
-}
-
-float RendererStorageRD::voxel_gi_get_ao(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->ao;
-}
-
-void RendererStorageRD::voxel_gi_set_ao_size(RID p_voxel_gi, float p_strength) {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND(!voxel_gi);
-
- voxel_gi->ao_size = p_strength;
-}
-
-float RendererStorageRD::voxel_gi_get_ao_size(RID p_voxel_gi) const {
- VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
- ERR_FAIL_COND_V(!voxel_gi, 0);
- return voxel_gi->ao_size;
-}
-
void RendererStorageRD::voxel_gi_set_bias(RID p_voxel_gi, float p_bias) {
VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
ERR_FAIL_COND(!voxel_gi);
@@ -8333,6 +8340,9 @@ void RendererStorageRD::global_variable_set_override(const StringName &p_name, c
if (!global_variables.variables.has(p_name)) {
return; //variable may not exist
}
+
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
+
GlobalVariables::Variable &gv = global_variables.variables[p_name];
gv.override = p_value;
@@ -8657,8 +8667,6 @@ bool RendererStorageRD::free(RID p_rid) {
texture_owner.free(p_rid);
} else if (canvas_texture_owner.owns(p_rid)) {
- CanvasTexture *ct = canvas_texture_owner.getornull(p_rid);
- memdelete(ct);
canvas_texture_owner.free(p_rid);
} else if (shader_owner.owns(p_rid)) {
Shader *shader = shader_owner.getornull(p_rid);
@@ -8674,9 +8682,6 @@ bool RendererStorageRD::free(RID p_rid) {
} else if (material_owner.owns(p_rid)) {
Material *material = material_owner.getornull(p_rid);
- if (material->update_requested) {
- _update_queued_materials();
- }
material_set_shader(p_rid, RID()); //clean up shader
material->dependency.deleted_notify(p_rid);
@@ -8704,7 +8709,6 @@ bool RendererStorageRD::free(RID p_rid) {
mi->I = nullptr;
mesh_instance_owner.free(p_rid);
- memdelete(mi);
} else if (multimesh_owner.owns(p_rid)) {
_update_dirty_multimeshes();
@@ -8820,6 +8824,29 @@ String RendererStorageRD::get_captured_timestamp_name(uint32_t p_index) const {
return RD::get_singleton()->get_captured_timestamp_name(p_index);
}
+void RendererStorageRD::update_memory_info() {
+ texture_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TEXTURES);
+ buffer_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_BUFFERS);
+ total_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TOTAL);
+}
+uint64_t RendererStorageRD::get_rendering_info(RS::RenderingInfo p_info) {
+ if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
+ return texture_mem_cache;
+ } else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
+ return buffer_mem_cache;
+ } else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) {
+ return total_mem_cache;
+ }
+ return 0;
+}
+
+String RendererStorageRD::get_video_adapter_name() const {
+ return RenderingDevice::get_singleton()->get_device_name();
+}
+String RendererStorageRD::get_video_adapter_vendor() const {
+ return RenderingDevice::get_singleton()->get_device_vendor_name();
+}
+
RendererStorageRD *RendererStorageRD::base_singleton = nullptr;
RendererStorageRD::RendererStorageRD() {
@@ -8840,7 +8867,6 @@ RendererStorageRD::RendererStorageRD() {
memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
global_variables.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalVariables::Value) * global_variables.buffer_size);
- material_update_list = nullptr;
{ //create default textures
RD::TextureFormat tformat;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index ab470cb3a6..1a33569c33 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -155,9 +155,13 @@ public:
virtual void set_render_priority(int p_priority) = 0;
virtual void set_next_pass(RID p_pass) = 0;
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
virtual ~MaterialData();
+ //to be used internally by update_parameters, in the most common configuration of material parameters
+ bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void free_parameters_uniform_set(RID p_uniform_set);
+
private:
friend class RendererStorageRD;
RID self;
@@ -165,8 +169,14 @@ public:
List<RID>::Element *global_texture_E = nullptr;
uint64_t global_textures_pass = 0;
Map<StringName, uint64_t> used_global_textures;
+
+ //internally by update_parameters_uniform_set
+ Vector<uint8_t> ubo_data;
+ RID uniform_buffer;
+ Vector<RID> texture_cache;
};
typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
+ static void _material_uniform_set_erased(const RID &p_set, void *p_material);
enum DefaultRDTexture {
DEFAULT_RD_TEXTURE_WHITE,
@@ -221,7 +231,7 @@ private:
~CanvasTexture();
};
- RID_PtrOwner<CanvasTexture, true> canvas_texture_owner;
+ RID_Owner<CanvasTexture, true> canvas_texture_owner;
/* TEXTURE API */
struct Texture {
@@ -373,25 +383,28 @@ private:
struct Material {
RID self;
- MaterialData *data;
- Shader *shader;
+ MaterialData *data = nullptr;
+ Shader *shader = nullptr;
//shortcut to shader data and type
- ShaderType shader_type;
+ ShaderType shader_type = SHADER_TYPE_MAX;
uint32_t shader_id = 0;
- bool update_requested;
- bool uniform_dirty;
- bool texture_dirty;
- Material *update_next;
+ bool uniform_dirty = false;
+ bool texture_dirty = false;
Map<StringName, Variant> params;
- int32_t priority;
+ int32_t priority = 0;
RID next_pass;
+ SelfList<Material> update_element;
+
Dependency dependency;
+
+ Material() :
+ update_element(this) {}
};
MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
mutable RID_Owner<Material, true> material_owner;
- Material *material_update_list;
+ SelfList<Material>::List material_update_list;
void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
void _update_queued_materials();
@@ -434,6 +447,7 @@ private:
struct LOD {
float edge_length = 0.0;
+ uint32_t index_count = 0;
RID index_buffer;
RID index_array;
};
@@ -513,7 +527,7 @@ private:
void _mesh_instance_clear(MeshInstance *mi);
void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
- mutable RID_PtrOwner<MeshInstance> mesh_instance_owner;
+ mutable RID_Owner<MeshInstance> mesh_instance_owner;
SelfList<MeshInstance>::List dirty_mesh_instance_weights;
SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
@@ -894,17 +908,14 @@ private:
}
struct ParticlesMaterialData : public MaterialData {
- uint64_t last_frame;
- ParticlesShaderData *shader_data;
- RID uniform_buffer;
+ uint64_t last_frame = 0;
+ ParticlesShaderData *shader_data = nullptr;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
- bool uniform_set_updated;
+ bool uniform_set_updated = false;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~ParticlesMaterialData();
};
@@ -1002,7 +1013,6 @@ private:
uint32_t cull_mask = 0xFFFFFFFF;
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
- RS::LightDirectionalShadowDepthRangeMode directional_range_mode = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
bool directional_blend_splits = false;
bool directional_sky_only = false;
uint64_t version = 0;
@@ -1076,8 +1086,6 @@ private:
float dynamic_range = 4.0;
float energy = 1.0;
- float ao = 0.0;
- float ao_size = 0.5;
float bias = 1.4;
float normal_bias = 0.0;
float propagation = 0.7;
@@ -1298,7 +1306,6 @@ public:
virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
- virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); //mostly used for video and streaming
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data);
virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
@@ -1457,7 +1464,9 @@ public:
virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode);
virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
- virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
+ virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
+ virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
+ virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
@@ -1526,10 +1535,18 @@ public:
return s->lod_count > 0;
}
- _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold) const {
+ _FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return s->index_count ? s->index_count : s->vertex_count;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold, uint32_t *r_index_count = nullptr) const {
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
int32_t current_lod = -1;
+ if (r_index_count) {
+ *r_index_count = s->index_count;
+ }
for (uint32_t i = 0; i < s->lod_count; i++) {
float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
if (screen_size > p_lod_threshold) {
@@ -1540,6 +1557,9 @@ public:
if (current_lod == -1) {
return 0;
} else {
+ if (r_index_count) {
+ *r_index_count = s->lods[current_lod].index_count;
+ }
return current_lod + 1;
}
}
@@ -1746,24 +1766,6 @@ public:
return multimesh->uniform_set_2d;
}
- /* IMMEDIATE API */
-
- RID immediate_allocate() { return RID(); }
- void immediate_initialize(RID p_immediate) {}
-
- virtual void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
- virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
- virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
- virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
- virtual void immediate_color(RID p_immediate, const Color &p_color) {}
- virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {}
- virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {}
- virtual void immediate_end(RID p_immediate) {}
- virtual void immediate_clear(RID p_immediate) {}
- virtual void immediate_set_material(RID p_immediate, RID p_material) {}
- virtual RID immediate_get_material(RID p_immediate) const { return RID(); }
- virtual AABB immediate_get_aabb(RID p_immediate) const { return AABB(); }
-
/* SKELETON API */
RID skeleton_allocate();
@@ -1832,8 +1834,6 @@ public:
bool light_directional_get_blend_splits(RID p_light) const;
void light_directional_set_sky_only(RID p_light, bool p_sky_only);
bool light_directional_is_sky_only(RID p_light) const;
- void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode);
- RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
@@ -2056,12 +2056,6 @@ public:
void voxel_gi_set_energy(RID p_voxel_gi, float p_energy);
float voxel_gi_get_energy(RID p_voxel_gi) const;
- void voxel_gi_set_ao(RID p_voxel_gi, float p_ao);
- float voxel_gi_get_ao(RID p_voxel_gi) const;
-
- void voxel_gi_set_ao_size(RID p_voxel_gi, float p_strength);
- float voxel_gi_get_ao_size(RID p_voxel_gi) const;
-
void voxel_gi_set_bias(RID p_voxel_gi, float p_bias);
float voxel_gi_get_bias(RID p_voxel_gi) const;
@@ -2350,13 +2344,16 @@ public:
void set_debug_generate_wireframes(bool p_generate) {}
- void render_info_begin_capture() {}
- void render_info_end_capture() {}
- int get_captured_render_info(RS::RenderInfo p_info) { return 0; }
+ //keep cached since it can be called form any thread
+ uint64_t texture_mem_cache = 0;
+ uint64_t buffer_mem_cache = 0;
+ uint64_t total_mem_cache = 0;
+
+ virtual void update_memory_info();
+ virtual uint64_t get_rendering_info(RS::RenderingInfo p_info);
- uint64_t get_render_info(RS::RenderInfo p_info) { return 0; }
- String get_video_adapter_name() const { return String(); }
- String get_video_adapter_vendor() const { return String(); }
+ String get_video_adapter_name() const;
+ String get_video_adapter_vendor() const;
virtual void capture_timestamps_begin();
virtual void capture_timestamp(const String &p_name);
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 2186bd174b..a443bcdcb8 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -65,7 +65,7 @@ void main() {
#elif defined(USE_ATTRIBUTES)
vec2 vertex = vertex_attrib;
- vec4 color = color_attrib;
+ vec4 color = color_attrib * draw_data.modulation;
vec2 uv = uv_attrib;
uvec4 bones = bone_attrib;
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 3977f4efa0..60c881881d 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -77,9 +77,9 @@ struct VoxelGIData {
bool blend_ambient;
uint texture_slot;
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
+ uint pad0;
+ uint pad1;
+ uint pad2;
uint mipmaps;
};
@@ -551,27 +551,6 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
}
}
- if (voxel_gi_instances.data[index].ambient_occlusion > 0.001) {
- float size = 1.0 + voxel_gi_instances.data[index].ambient_occlusion_size * 7.0;
-
- float taps, blend;
- blend = modf(size, taps);
- float ao = 0.0;
- for (float i = 1.0; i <= taps; i++) {
- vec3 ofs = (position + normal * (i * 0.5 + 1.0)) * cell_size;
- ao += textureLod(sampler3D(voxel_gi_textures[index], linear_sampler_with_mipmaps), ofs, i - 1.0).a * i;
- }
-
- if (blend > 0.001) {
- vec3 ofs = (position + normal * ((taps + 1.0) * 0.5 + 1.0)) * cell_size;
- ao += textureLod(sampler3D(voxel_gi_textures[index], linear_sampler_with_mipmaps), ofs, taps).a * (taps + 1.0) * blend;
- }
-
- ao = 1.0 - min(1.0, ao);
-
- light.rgb = mix(params.ao_color, light.rgb, mix(1.0, ao, voxel_gi_instances.data[index].ambient_occlusion));
- }
-
light.rgb *= voxel_gi_instances.data[index].dynamic_range;
if (!voxel_gi_instances.data[index].blend_ambient) {
light.a = 1.0;
diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl
index a4610e081c..fecf812a8c 100644
--- a/servers/rendering/renderer_rd/shaders/resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/resolve.glsl
@@ -6,6 +6,11 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+#ifdef MODE_RESOLVE_DEPTH
+layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
+#endif
+
#ifdef MODE_RESOLVE_GI
layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness;
@@ -34,6 +39,17 @@ void main() {
return;
}
+#ifdef MODE_RESOLVE_DEPTH
+
+ float depth_avg = 0.0;
+ for (int i = 0; i < params.sample_count; i++) {
+ depth_avg += texelFetch(source_depth, pos, i).r;
+ }
+ depth_avg /= float(params.sample_count);
+ imageStore(dest_depth, pos, vec4(depth_avg));
+
+#endif
+
#ifdef MODE_RESOLVE_GI
float best_depth = 1e20;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 8538030263..74d5af5cb6 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -547,9 +547,8 @@ void main() {
vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
- vec4 transmittance_color = vec4(0.0);
+ vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
float transmittance_depth = 0.0;
- float transmittance_curve = 1.0;
float transmittance_boost = 0.0;
float metallic = 0.0;
float specular = 0.5;
@@ -634,12 +633,8 @@ void main() {
}
#ifdef LIGHT_TRANSMITTANCE_USED
-#ifdef SSS_MODE_SKIN
- transmittance_color.a = sss_strength;
-#else
transmittance_color.a *= sss_strength;
#endif
-#endif
#ifndef USE_SHADOW_TO_OPACITY
@@ -1423,57 +1418,18 @@ void main() {
BIAS_FUNC(v, 0)
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else {
vec4 v = vec4(vertex, 1.0);
@@ -1481,19 +1437,6 @@ void main() {
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
-
- transmittance_z = z - shadow_z;
- }
-#endif
}
pssm_coord /= pssm_coord.w;
@@ -1562,8 +1505,8 @@ void main() {
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+ shadow_z *= directional_lights.data[i].shadow_z_range.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
transmittance_z = z - shadow_z;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
@@ -1572,8 +1515,8 @@ void main() {
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+ shadow_z *= directional_lights.data[i].shadow_z_range.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
transmittance_z = z - shadow_z;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
@@ -1582,8 +1525,8 @@ void main() {
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+ shadow_z *= directional_lights.data[i].shadow_z_range.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
transmittance_z = z - shadow_z;
@@ -1593,221 +1536,219 @@ void main() {
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
+ shadow_z *= directional_lights.data[i].shadow_z_range.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
transmittance_z = z - shadow_z;
}
+ }
#endif
- float shadow = 1.0;
+ float shadow = 1.0;
- if (i < 4) {
- shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
- } else {
- shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
- }
+ if (i < 4) {
+ shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
+ } else {
+ shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
+ }
- blur_shadow(shadow);
+ blur_shadow(shadow);
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
- transmittance_z,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim, rim_tint, albedo,
+ rim, rim_tint, albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
+ binormal, tangent, anisotropy,
#endif
#ifdef USE_SOFT_SHADOW
- directional_lights.data[i].size,
+ directional_lights.data[i].size,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light,
- specular_light);
- }
+ diffuse_light,
+ specular_light);
}
+ }
- { //omni lights
+ { //omni lights
- uint cluster_omni_offset = cluster_offset;
+ uint cluster_omni_offset = cluster_offset;
- uint item_min;
- uint item_max;
- uint item_from;
- uint item_to;
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
- cluster_get_item_range(cluster_omni_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_omni_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
#ifdef USE_SUBGROUPS
- item_from = subgroupBroadcastFirst(subgroupMin(item_from));
- item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
#endif
- for (uint i = item_from; i < item_to; i++) {
- uint mask = cluster_buffer.data[cluster_omni_offset + i];
- mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_omni_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
#ifdef USE_SUBGROUPS
- uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
#else
uint merged_mask = mask;
#endif
- while (merged_mask != 0) {
- uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
- continue;
- }
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
#endif
- uint light_index = 32 * i + bit;
+ uint light_index = 32 * i + bit;
- if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
- continue; //not masked
- }
+ if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
- if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
- continue; // Statically baked light and object uses lightmap, skip
- }
+ if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+ continue; // Statically baked light and object uses lightmap, skip
+ }
- float shadow = light_process_omni_shadow(light_index, vertex, view);
+ float shadow = light_process_omni_shadow(light_index, vertex, view);
- shadow = blur_shadow(shadow);
+ shadow = blur_shadow(shadow);
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
- albedo,
+ rim,
+ rim_tint,
+ albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent, binormal, anisotropy,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light, specular_light);
- }
+ diffuse_light, specular_light);
}
}
+ }
- { //spot lights
+ { //spot lights
- uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size;
+ uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size;
- uint item_min;
- uint item_max;
- uint item_from;
- uint item_to;
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
- cluster_get_item_range(cluster_spot_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_spot_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
#ifdef USE_SUBGROUPS
- item_from = subgroupBroadcastFirst(subgroupMin(item_from));
- item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
#endif
- for (uint i = item_from; i < item_to; i++) {
- uint mask = cluster_buffer.data[cluster_spot_offset + i];
- mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_spot_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
#ifdef USE_SUBGROUPS
- uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
#else
uint merged_mask = mask;
#endif
- while (merged_mask != 0) {
- uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
- continue;
- }
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
#endif
- uint light_index = 32 * i + bit;
+ uint light_index = 32 * i + bit;
- if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
- continue; //not masked
- }
+ if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
- if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
- continue; // Statically baked light and object uses lightmap, skip
- }
+ if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+ continue; // Statically baked light and object uses lightmap, skip
+ }
- float shadow = light_process_spot_shadow(light_index, vertex, view);
+ float shadow = light_process_spot_shadow(light_index, vertex, view);
- shadow = blur_shadow(shadow);
+ shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
- albedo,
+ rim,
+ rim_tint,
+ albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent, binormal, anisotropy,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light, specular_light);
- }
+ diffuse_light, specular_light);
}
}
+ }
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
- if (alpha < alpha_scissor) {
- discard;
- }
+ if (alpha < alpha_scissor) {
+ discard;
+ }
#endif // ALPHA_SCISSOR_USED
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
- discard;
- }
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
#endif // USE_OPAQUE_PREPASS
@@ -1819,126 +1760,126 @@ void main() {
#ifdef MODE_RENDER_SDF
- {
- vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
- ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
-
- uint albedo16 = 0x1; //solid flag
- albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
- albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
- albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
-
- imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
-
- uint facing_bits = 0;
- const vec3 aniso_dir[6] = vec3[](
- vec3(1, 0, 0),
- vec3(0, 1, 0),
- vec3(0, 0, 1),
- vec3(-1, 0, 0),
- vec3(0, -1, 0),
- vec3(0, 0, -1));
-
- vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
-
- float closest_dist = -1e20;
-
- for (uint i = 0; i < 6; i++) {
- float d = dot(cam_normal, aniso_dir[i]);
- if (d > closest_dist) {
- closest_dist = d;
- facing_bits = (1 << i);
- }
+ {
+ vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
+ ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
+
+ uint albedo16 = 0x1; //solid flag
+ albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
+ albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
+ albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
+
+ imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
+
+ uint facing_bits = 0;
+ const vec3 aniso_dir[6] = vec3[](
+ vec3(1, 0, 0),
+ vec3(0, 1, 0),
+ vec3(0, 0, 1),
+ vec3(-1, 0, 0),
+ vec3(0, -1, 0),
+ vec3(0, 0, -1));
+
+ vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
+
+ float closest_dist = -1e20;
+
+ for (uint i = 0; i < 6; i++) {
+ float d = dot(cam_normal, aniso_dir[i]);
+ if (d > closest_dist) {
+ closest_dist = d;
+ facing_bits = (1 << i);
}
+ }
- imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
+ imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
- if (length(emission) > 0.001) {
- float lumas[6];
- vec3 light_total = vec3(0);
+ if (length(emission) > 0.001) {
+ float lumas[6];
+ vec3 light_total = vec3(0);
- for (int i = 0; i < 6; i++) {
- float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
- vec3 light = emission * strength;
- light_total += light;
- lumas[i] = max(light.r, max(light.g, light.b));
- }
+ for (int i = 0; i < 6; i++) {
+ float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
+ vec3 light = emission * strength;
+ light_total += light;
+ lumas[i] = max(light.r, max(light.g, light.b));
+ }
- float luma_total = max(light_total.r, max(light_total.g, light_total.b));
+ float luma_total = max(light_total.r, max(light_total.g, light_total.b));
- uint light_aniso = 0;
+ uint light_aniso = 0;
- for (int i = 0; i < 6; i++) {
- light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
- }
+ for (int i = 0; i < 6; i++) {
+ light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
+ }
- //compress to RGBE9995 to save space
+ //compress to RGBE9995 to save space
- const float pow2to9 = 512.0f;
- const float B = 15.0f;
- const float N = 9.0f;
- const float LN2 = 0.6931471805599453094172321215;
+ const float pow2to9 = 512.0f;
+ const float B = 15.0f;
+ const float N = 9.0f;
+ const float LN2 = 0.6931471805599453094172321215;
- float cRed = clamp(light_total.r, 0.0, 65408.0);
- float cGreen = clamp(light_total.g, 0.0, 65408.0);
- float cBlue = clamp(light_total.b, 0.0, 65408.0);
+ float cRed = clamp(light_total.r, 0.0, 65408.0);
+ float cGreen = clamp(light_total.g, 0.0, 65408.0);
+ float cBlue = clamp(light_total.b, 0.0, 65408.0);
- float cMax = max(cRed, max(cGreen, cBlue));
+ float cMax = max(cRed, max(cGreen, cBlue));
- float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
+ float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
- float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
+ float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
- float exps = expp + 1.0f;
+ float exps = expp + 1.0f;
- if (0.0 <= sMax && sMax < pow2to9) {
- exps = expp;
- }
+ if (0.0 <= sMax && sMax < pow2to9) {
+ exps = expp;
+ }
- 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
- uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
+ 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
+ uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
- imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
- imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
- }
+ imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
+ imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
}
+ }
#endif
#ifdef MODE_RENDER_MATERIAL
- albedo_output_buffer.rgb = albedo;
- albedo_output_buffer.a = alpha;
+ albedo_output_buffer.rgb = albedo;
+ albedo_output_buffer.a = alpha;
- normal_output_buffer.rgb = normal * 0.5 + 0.5;
- normal_output_buffer.a = 0.0;
- depth_output_buffer.r = -vertex.z;
+ normal_output_buffer.rgb = normal * 0.5 + 0.5;
+ normal_output_buffer.a = 0.0;
+ depth_output_buffer.r = -vertex.z;
- orm_output_buffer.r = ao;
- orm_output_buffer.g = roughness;
- orm_output_buffer.b = metallic;
- orm_output_buffer.a = sss_strength;
+ orm_output_buffer.r = ao;
+ orm_output_buffer.g = roughness;
+ orm_output_buffer.b = metallic;
+ orm_output_buffer.a = sss_strength;
- emission_output_buffer.rgb = emission;
- emission_output_buffer.a = 0.0;
+ emission_output_buffer.rgb = emission;
+ emission_output_buffer.a = 0.0;
#endif
#ifdef MODE_RENDER_NORMAL_ROUGHNESS
- normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
+ normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
#ifdef MODE_RENDER_VOXEL_GI
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
- uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- uint index2 = instances.data[instance_index].gi_offset >> 16;
- voxel_gi_buffer.x = index1 & 0xFF;
- voxel_gi_buffer.y = index2 & 0xFF;
- } else {
- voxel_gi_buffer.x = 0xFF;
- voxel_gi_buffer.y = 0xFF;
- }
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
+ uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
+ uint index2 = instances.data[instance_index].gi_offset >> 16;
+ voxel_gi_buffer.x = index1 & 0xFF;
+ voxel_gi_buffer.y = index2 & 0xFF;
+ } else {
+ voxel_gi_buffer.x = 0xFF;
+ voxel_gi_buffer.y = 0xFF;
+ }
#endif
#endif //MODE_RENDER_NORMAL_ROUGHNESS
@@ -1996,4 +1937,4 @@ void main() {
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
- }
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index e64e52623e..6599a42bab 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -52,6 +52,7 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
@@ -66,8 +67,6 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler;
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
-#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 24)
-
layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
LightData data[];
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 709ea45b88..b6e89acb46 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -80,7 +80,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#ifdef LIGHT_TRANSMITTANCE_USED
vec4 transmittance_color,
float transmittance_depth,
- float transmittance_curve,
float transmittance_boost,
float transmittance_z,
#endif
@@ -189,9 +188,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#ifdef LIGHT_TRANSMITTANCE_USED
-#ifdef SSS_MODE_SKIN
-
{
+#ifdef SSS_MODE_SKIN
float scale = 8.25 / transmittance_depth;
float d = scale * abs(transmittance_z);
float dd = -d * d;
@@ -203,19 +201,15 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
- }
#else
- if (transmittance_depth > 0.0) {
- float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
-
- fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
- fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
-
- diffuse_light += transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade;
+ float scale = 8.25 / transmittance_depth;
+ float d = scale * abs(transmittance_z);
+ float dd = -d * d;
+ diffuse_light += exp(dd) * transmittance_color.rgb * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
+#endif
}
-
-#endif //SSS_MODE_SKIN
+#else
#endif //LIGHT_TRANSMITTANCE_USED
}
@@ -577,7 +571,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
vec4 transmittance_color,
float transmittance_depth,
- float transmittance_curve,
float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
@@ -617,20 +610,22 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
//redo shadowmapping, but shrink the model a bit to avoid arctifacts
vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
- shadow_len = length(splane.xyz);
- splane = normalize(splane.xyz);
+ float shadow_len = length(splane.xyz);
+ splane.xyz = normalize(splane.xyz);
if (splane.z >= 0.0) {
splane.z += 1.0;
-
+ clamp_rect.y += clamp_rect.w;
} else {
splane.z = 1.0 - splane.z;
}
splane.xy /= splane.z;
+
splane.xy = splane.xy * 0.5 + 0.5;
splane.z = shadow_len * omni_lights.data[idx].inv_radius;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data.shadow_atlas_pixel_size );
splane.w = 1.0; //needed? i think it should be 1 already
float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
@@ -704,7 +699,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
transmittance_z,
#endif
@@ -829,7 +823,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
vec4 transmittance_color,
float transmittance_depth,
- float transmittance_curve,
float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
@@ -876,13 +869,17 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float transmittance_z = transmittance_depth;
transmittance_color.a *= light_attenuation;
{
- splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
+ vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
splane /= splane.w;
splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- //reconstruct depth
- shadow_z /= spot_lights.data[idx].inv_radius;
+
+ shadow_z = shadow_z * 2.0 - 1.0;
+ float z_far = 1.0 / spot_lights.data[idx].inv_radius;
+ float z_near = 0.01;
+ shadow_z = 2.0 * z_near * z_far / (z_far + z_near - shadow_z * (z_far - z_near));
+
//distance to light plane
float z = dot(spot_dir, -light_rel_vec);
transmittance_z = z - shadow_z;
@@ -898,7 +895,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
transmittance_z,
#endif
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index aa8a0b96c5..1bc17e140f 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -543,7 +543,6 @@ void main() {
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0);
float transmittance_depth = 0.0;
- float transmittance_curve = 1.0;
float transmittance_boost = 0.0;
float metallic = 0.0;
float specular = 0.5;
@@ -1293,7 +1292,6 @@ void main() {
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
transmittance_z,
#endif
@@ -1344,7 +1342,6 @@ void main() {
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
#endif
*/
@@ -1393,7 +1390,6 @@ void main() {
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
#endif
*/
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index 7fcd84695d..d4ebcbeec4 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -51,6 +51,7 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
@@ -65,8 +66,6 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler;
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
-#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 24)
-
layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
LightData data[];
}
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
index 7e06516d90..2328effe7b 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
@@ -36,12 +36,12 @@ void main() {
float divisor = 0.0;
vec4 color;
float depth;
- vec3 normal;
+ vec4 normal;
if (params.filtered) {
color = vec4(0.0);
depth = 0.0;
- normal = vec3(0.0);
+ normal = vec4(0.0);
for (int i = 0; i < 4; i++) {
ivec2 ofs = ssC << 1;
@@ -53,7 +53,9 @@ void main() {
}
color += texelFetch(source_ssr, ofs, 0);
float d = texelFetch(source_depth, ofs, 0).r;
- normal += texelFetch(source_normal, ofs, 0).xyz * 2.0 - 1.0;
+ vec4 nr = texelFetch(source_normal, ofs, 0);
+ normal.xyz += nr.xyz * 2.0 - 1.0;
+ normal.w += nr.w;
d = d * 2.0 - 1.0;
if (params.orthogonal) {
@@ -66,11 +68,12 @@ void main() {
color /= 4.0;
depth /= 4.0;
- normal = normalize(normal / 4.0) * 0.5 + 0.5;
+ normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5;
+ normal.w /= 4.0;
} else {
color = texelFetch(source_ssr, ssC << 1, 0);
depth = texelFetch(source_depth, ssC << 1, 0).r;
- normal = texelFetch(source_normal, ssC << 1, 0).xyz;
+ normal = texelFetch(source_normal, ssC << 1, 0);
depth = depth * 2.0 - 1.0;
if (params.orthogonal) {
@@ -83,5 +86,5 @@ void main() {
imageStore(dest_ssr, ssC, color);
imageStore(dest_depth, ssC, vec4(depth));
- imageStore(dest_normal, ssC, vec4(normal, 0.0));
+ imageStore(dest_normal, ssC, normal);
}
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index d71425f465..8273e53d46 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -56,7 +56,6 @@ public:
virtual RID scenario_allocate() = 0;
virtual void scenario_initialize(RID p_rid) = 0;
- virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) = 0;
virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx) = 0;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
@@ -81,7 +80,6 @@ public:
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
- virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
@@ -203,7 +201,12 @@ public:
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
virtual void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) = 0;
- virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface) = 0;
+
+ struct RenderInfo {
+ int info[RS::VIEWPORT_RENDER_INFO_TYPE_MAX][RS::VIEWPORT_RENDER_INFO_MAX] = {};
+ };
+
+ virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0;
virtual void update() = 0;
virtual void render_probes() = 0;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index efaf77f30b..271c039aad 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -43,7 +43,7 @@ RID RendererSceneCull::camera_allocate() {
return camera_owner.allocate_rid();
}
void RendererSceneCull::camera_initialize(RID p_rid) {
- camera_owner.initialize_rid(p_rid, memnew(Camera));
+ camera_owner.initialize_rid(p_rid);
}
void RendererSceneCull::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
@@ -310,7 +310,9 @@ RID RendererSceneCull::scenario_allocate() {
return scenario_owner.allocate_rid();
}
void RendererSceneCull::scenario_initialize(RID p_rid) {
- Scenario *scenario = memnew(Scenario);
+ scenario_owner.initialize_rid(p_rid);
+
+ Scenario *scenario = scenario_owner.getornull(p_rid);
scenario->self = p_rid;
scenario->reflection_probe_shadow_atlas = scene_render->shadow_atlas_create();
@@ -326,14 +328,6 @@ void RendererSceneCull::scenario_initialize(RID p_rid) {
scenario->instance_visibility.set_page_pool(&instance_visibility_data_page_pool);
RendererSceneOcclusionCull::get_singleton()->add_scenario(p_rid);
-
- scenario_owner.initialize_rid(p_rid, scenario);
-}
-
-void RendererSceneCull::scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->debug = p_debug_mode;
}
void RendererSceneCull::scenario_set_environment(RID p_scenario, RID p_environment) {
@@ -422,10 +416,9 @@ RID RendererSceneCull::instance_allocate() {
return instance_owner.allocate_rid();
}
void RendererSceneCull::instance_initialize(RID p_rid) {
- Instance *instance = memnew(Instance);
+ instance_owner.initialize_rid(p_rid);
+ Instance *instance = instance_owner.getornull(p_rid);
instance->self = p_rid;
-
- instance_owner.initialize_rid(p_rid, instance);
}
void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
@@ -479,7 +472,6 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
switch (instance->base_type) {
case RS::INSTANCE_MESH:
case RS::INSTANCE_MULTIMESH:
- case RS::INSTANCE_IMMEDIATE:
case RS::INSTANCE_PARTICLES: {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
scene_render->geometry_instance_free(geom->geometry_instance);
@@ -591,7 +583,6 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
} break;
case RS::INSTANCE_MESH:
case RS::INSTANCE_MULTIMESH:
- case RS::INSTANCE_IMMEDIATE:
case RS::INSTANCE_PARTICLES: {
InstanceGeometryData *geom = memnew(InstanceGeometryData);
instance->base_data = geom;
@@ -889,7 +880,7 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
}
inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
- return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES || p_type == RS::INSTANCE_IMMEDIATE;
+ return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES;
}
void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
@@ -942,9 +933,6 @@ void RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton)
}
}
-void RendererSceneCull::instance_set_exterior(RID p_instance, bool p_enabled) {
-}
-
void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
@@ -1327,6 +1315,8 @@ void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, c
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
+
Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
if (!E) {
@@ -1530,7 +1520,6 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
switch (p_instance->base_type) {
case RS::INSTANCE_MESH:
case RS::INSTANCE_MULTIMESH:
- case RS::INSTANCE_IMMEDIATE:
case RS::INSTANCE_PARTICLES: {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
idata.instance_geometry = geom->geometry_instance;
@@ -1749,14 +1738,6 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
}
} break;
- case RenderingServer::INSTANCE_IMMEDIATE: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = RSG::storage->immediate_get_aabb(p_instance->base);
- }
-
- } break;
case RenderingServer::INSTANCE_PARTICLES: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
@@ -1898,8 +1879,6 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
- RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
-
real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
real_t range = max_distance - min_distance;
@@ -2059,22 +2038,13 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
}
}
- x_max_cam = x_vec.dot(center) + radius + soft_shadow_expand;
- x_min_cam = x_vec.dot(center) - radius - soft_shadow_expand;
- y_max_cam = y_vec.dot(center) + radius + soft_shadow_expand;
- y_min_cam = y_vec.dot(center) - radius - soft_shadow_expand;
-
- if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
- //this trick here is what stabilizes the shadow (make potential jaggies to not move)
- //at the cost of some wasted resolution. Still the quality increase is very well worth it
-
- real_t unit = radius * 2.0 / texture_size;
-
- x_max_cam = Math::snapped(x_max_cam, unit);
- x_min_cam = Math::snapped(x_min_cam, unit);
- y_max_cam = Math::snapped(y_max_cam, unit);
- y_min_cam = Math::snapped(y_min_cam, unit);
- }
+ // This trick here is what stabilizes the shadow (make potential jaggies to not move)
+ // at the cost of some wasted resolution. Still, the quality increase is very well worth it.
+ const real_t unit = radius * 2.0 / texture_size;
+ x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
+ x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
+ y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);
+ y_min_cam = Math::snapped(y_vec.dot(center) - radius - soft_shadow_expand, unit);
}
//now that we know all ranges, we can proceed to make the light frustum planes, for culling octree
@@ -2404,7 +2374,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
return animated_material_found;
}
-void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface) {
+void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
#ifndef _3D_DISABLED
Camera *camera = camera_owner.getornull(p_camera);
@@ -2486,7 +2456,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
// For now just cull on the first camera
RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
- _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
+ _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold, true, r_render_info);
#endif
}
@@ -2578,7 +2548,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
#define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN)
#define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask)
#define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f))
-#define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_cull_data->viewport_mask) == 0)
+#define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0)
#define VIS_PARENT_CHECK ((idata.parent_array_index == -1) || ((cull_data.scenario->instance_data[idata.parent_array_index].flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE))
#define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
#define OCCLUSION_CULLED (cull_data.occlusion_buffer != nullptr && (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING) == 0 && cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near))
@@ -2792,7 +2762,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
}
}
-void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows) {
+void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) {
Instance *render_reflection_probe = instance_owner.getornull(p_reflection_probe); //if null, not rendering to it
Scenario *scenario = scenario_owner.getornull(p_scenario);
@@ -2808,12 +2778,12 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
RENDER_TIMESTAMP("Visibility Dependencies");
- VisibilityCullData visibility_cull_data;
if (scenario->instance_visibility.get_bin_count() > 0) {
if (!scenario->viewport_visibility_masks.has(p_viewport)) {
scenario_add_viewport_visibility_mask(scenario->self, p_viewport);
}
+ VisibilityCullData visibility_cull_data;
visibility_cull_data.scenario = scenario;
visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport];
visibility_cull_data.camera_position = p_camera_data->main_transform.origin;
@@ -2924,6 +2894,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
cull_data.render_reflection_probe = render_reflection_probe;
cull_data.occlusion_buffer = RendererSceneOcclusionCull::get_singleton()->buffer_get_ptr(p_viewport);
cull_data.camera_matrix = &p_camera_data->main_projection;
+ cull_data.visibility_viewport_mask = scenario->viewport_visibility_masks.has(p_viewport) ? scenario->viewport_visibility_masks[p_viewport] : 0;
//#define DEBUG_CULL_TIME
#ifdef DEBUG_CULL_TIME
uint64_t time_from = OS::get_singleton()->get_ticks_usec();
@@ -3136,7 +3107,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
}
RENDER_TIMESTAMP("Render Scene ");
- scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data);
+ scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
for (uint32_t i = 0; i < max_shadows_used; i++) {
render_shadow_data[i].instances.clear();
@@ -3173,7 +3144,6 @@ RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
#ifndef _3D_DISABLED
-
Scenario *scenario = scenario_owner.getornull(p_scenario);
RID environment;
@@ -3681,25 +3651,6 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
RSG::storage->base_update_dependency(mesh, &p_instance->dependency_tracker);
}
- } else if (p_instance->base_type == RS::INSTANCE_IMMEDIATE) {
- RID mat = RSG::storage->immediate_get_material(p_instance->base);
-
- if (!(!mat.is_valid() || RSG::storage->material_casts_shadows(mat))) {
- can_cast_shadows = false;
- }
-
- if (mat.is_valid() && RSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
-
- if (mat.is_valid()) {
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
- }
-
- if (mat.is_valid()) {
- RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
- }
-
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
bool cast_shadows = false;
@@ -3817,10 +3768,7 @@ bool RendererSceneCull::free(RID p_rid) {
}
if (camera_owner.owns(p_rid)) {
- Camera *camera = camera_owner.getornull(p_rid);
-
camera_owner.free(p_rid);
- memdelete(camera);
} else if (scenario_owner.owns(p_rid)) {
Scenario *scenario = scenario_owner.getornull(p_rid);
@@ -3836,7 +3784,6 @@ bool RendererSceneCull::free(RID p_rid) {
scene_render->free(scenario->reflection_atlas);
scenario_owner.free(p_rid);
RendererSceneOcclusionCull::get_singleton()->remove_scenario(p_rid);
- memdelete(scenario);
} else if (RendererSceneOcclusionCull::get_singleton()->is_occluder(p_rid)) {
RendererSceneOcclusionCull::get_singleton()->free_occluder(p_rid);
@@ -3860,7 +3807,6 @@ bool RendererSceneCull::free(RID p_rid) {
update_dirty_instances(); //in case something changed this
instance_owner.free(p_rid);
- memdelete(instance);
} else {
return false;
}
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index d9466d8b04..d586fb531f 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -97,7 +97,7 @@ public:
}
};
- mutable RID_PtrOwner<Camera, true> camera_owner;
+ mutable RID_Owner<Camera, true> camera_owner;
virtual RID camera_allocate();
virtual void camera_initialize(RID p_rid);
@@ -315,7 +315,6 @@ public:
DynamicBVH indexers[INDEXER_MAX];
- RS::ScenarioDebugMode debug;
RID self;
List<Instance *> directional_lights;
@@ -338,14 +337,13 @@ public:
Scenario() {
indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
- debug = RS::SCENARIO_DEBUG_DISABLED;
used_viewport_visibility_bits = 0;
}
};
int indexer_update_iterations = 0;
- mutable RID_PtrOwner<Scenario, true> scenario_owner;
+ mutable RID_Owner<Scenario, true> scenario_owner;
static void _instance_pair(Instance *p_A, Instance *p_B);
static void _instance_unpair(Instance *p_A, Instance *p_B);
@@ -355,7 +353,6 @@ public:
virtual RID scenario_allocate();
virtual void scenario_initialize(RID p_rid);
- virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
@@ -895,7 +892,7 @@ public:
uint32_t thread_cull_threshold = 200;
- RID_PtrOwner<Instance, true> instance_owner;
+ RID_Owner<Instance, true> instance_owner;
uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecessary on clustered
@@ -914,7 +911,6 @@ public:
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
- virtual void instance_set_exterior(RID p_instance, bool p_enabled);
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
@@ -1016,17 +1012,17 @@ public:
Instance *render_reflection_probe;
const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
const CameraMatrix *camera_matrix;
- const VisibilityCullData *visibility_cull_data;
+ uint64_t visibility_viewport_mask;
};
void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true);
+ void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
- void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface);
+ void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr);
void update_dirty_instances();
void render_particle_colliders();
diff --git a/servers/rendering/renderer_scene_occlusion_cull.cpp b/servers/rendering/renderer_scene_occlusion_cull.cpp
index c491ccbe7a..1b8aea36d7 100644
--- a/servers/rendering/renderer_scene_occlusion_cull.cpp
+++ b/servers/rendering/renderer_scene_occlusion_cull.cpp
@@ -172,7 +172,7 @@ RID RendererSceneOcclusionCull::HZBuffer::get_debug_texture() {
}
if (debug_image.is_null()) {
- debug_image.instance();
+ debug_image.instantiate();
}
unsigned char *ptrw = debug_data.ptrw();
@@ -185,7 +185,7 @@ RID RendererSceneOcclusionCull::HZBuffer::get_debug_texture() {
if (debug_texture.is_null()) {
debug_texture = RS::get_singleton()->texture_2d_create(debug_image);
} else {
- RenderingServer::get_singleton()->texture_2d_update_immediate(debug_texture, debug_image);
+ RenderingServer::get_singleton()->texture_2d_update(debug_texture, debug_image);
}
return debug_texture;
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp
index 3aa97f4084..3a230ac89d 100644
--- a/servers/rendering/renderer_scene_render.cpp
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -175,7 +175,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
/////////////////////////////////////////////////////////////////////////////
// 3. Copy our view data
for (uint32_t v = 0; v < view_count; v++) {
- view_offset[v] = p_transforms[v] * main_transform_inv;
- view_projection[v] = p_projections[v] * CameraMatrix(view_offset[v]);
+ view_offset[v] = main_transform_inv * p_transforms[v];
+ view_projection[v] = p_projections[v] * CameraMatrix(view_offset[v].inverse());
}
}
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 3682122dd3..ff0fea16d0 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -33,6 +33,7 @@
#include "core/math/camera_matrix.h"
#include "core/templates/paged_array.h"
+#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_storage.h"
class RendererSceneRender {
@@ -234,7 +235,7 @@ public:
void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_ortogonal, bool p_vaspect);
};
- virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr) = 0;
+ virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0;
virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) = 0;
diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h
index f22c582f48..b2aa0d27d3 100644
--- a/servers/rendering/renderer_storage.h
+++ b/servers/rendering/renderer_storage.h
@@ -130,7 +130,6 @@ public:
virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_initialize(RID p_texture, RID p_base) = 0; //all slices, then all the mipmaps, must be coherent
- virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; //mostly used for video and streaming
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0;
@@ -230,7 +229,9 @@ public:
virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) = 0;
virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
- virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
+ virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
+ virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
+ virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
@@ -288,24 +289,6 @@ public:
virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0;
- /* IMMEDIATE API */
-
- virtual RID immediate_allocate() = 0;
- virtual void immediate_initialize(RID p_rid) = 0;
-
- virtual void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) = 0;
- virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;
- virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;
- virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;
- virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;
- virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;
- virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;
- virtual void immediate_end(RID p_immediate) = 0;
- virtual void immediate_clear(RID p_immediate) = 0;
- virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
- virtual RID immediate_get_material(RID p_immediate) const = 0;
- virtual AABB immediate_get_aabb(RID p_immediate) const = 0;
-
/* SKELETON API */
virtual RID skeleton_allocate() = 0;
@@ -348,8 +331,6 @@ public:
virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0;
virtual bool light_directional_is_sky_only(RID p_light) const = 0;
- virtual void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
- virtual RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0;
virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;
@@ -438,12 +419,6 @@ public:
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0;
virtual float voxel_gi_get_energy(RID p_voxel_gi) const = 0;
- virtual void voxel_gi_set_ao(RID p_voxel_gi, float p_ao) = 0;
- virtual float voxel_gi_get_ao(RID p_voxel_gi) const = 0;
-
- virtual void voxel_gi_set_ao_size(RID p_voxel_gi, float p_strength) = 0;
- virtual float voxel_gi_get_ao_size(RID p_voxel_gi) const = 0;
-
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0;
virtual float voxel_gi_get_bias(RID p_voxel_gi) const = 0;
@@ -624,11 +599,9 @@ public:
virtual void set_debug_generate_wireframes(bool p_generate) = 0;
- virtual void render_info_begin_capture() = 0;
- virtual void render_info_end_capture() = 0;
- virtual int get_captured_render_info(RS::RenderInfo p_info) = 0;
+ virtual void update_memory_info() = 0;
- virtual uint64_t get_render_info(RS::RenderInfo p_info) = 0;
+ virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) = 0;
virtual String get_video_adapter_name() const = 0;
virtual String get_video_adapter_vendor() const = 0;
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 34bdb15c62..15ce1dbe63 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -95,7 +95,7 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
}
float screen_lod_threshold = p_viewport->lod_threshold / float(p_viewport->size.width);
- RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas, xr_interface);
+ RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
RENDER_TIMESTAMP("<End Rendering 3D Scene");
}
@@ -112,9 +112,15 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport, uint32_t p_view_coun
bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
int scenario_canvas_max_layer = 0;
+ for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
+ for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
+ p_viewport->render_info.info[i][j] = 0;
+ }
+ }
+
Color bgcolor = RSG::storage->get_default_clear_color();
- if (!p_viewport->hide_canvas && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
+ if (!p_viewport->disable_2d && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
if (RSG::scene->is_environment(environment)) {
scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
@@ -122,7 +128,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport, uint32_t p_view_coun
}
}
- bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera);
+ bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
if (p_viewport->transparent_bg) {
@@ -145,7 +151,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport, uint32_t p_view_coun
_draw_3d(p_viewport);
}
- if (!p_viewport->hide_canvas) {
+ if (!p_viewport->disable_2d) {
int i = 0;
Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
@@ -522,6 +528,10 @@ void RendererViewport::draw_viewports() {
}
}
+ int vertices_drawn = 0;
+ int objects_drawn = 0;
+ int draw_calls_used = 0;
+
for (int i = 0; i < active_viewports.size(); i++) {
Viewport *vp = active_viewports[i];
@@ -544,19 +554,11 @@ void RendererViewport::draw_viewports() {
// render...
RSG::scene->set_debug_draw_mode(vp->debug_draw);
- RSG::storage->render_info_begin_capture();
// and draw viewport
_draw_viewport(vp, view_count);
// measure
- RSG::storage->render_info_end_capture();
- vp->render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_OBJECTS_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_VERTICES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_MATERIAL_CHANGES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SHADER_CHANGES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SURFACE_CHANGES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_DRAW_CALLS_IN_FRAME);
// commit our eyes
Vector<BlitToScreen> blits = xr_interface->commit_views(vp->render_target, vp->viewport_to_screen_rect);
@@ -576,19 +578,10 @@ void RendererViewport::draw_viewports() {
RSG::storage->render_target_set_external_texture(vp->render_target, 0);
RSG::scene->set_debug_draw_mode(vp->debug_draw);
- RSG::storage->render_info_begin_capture();
// render standard mono camera
_draw_viewport(vp, 1);
- RSG::storage->render_info_end_capture();
- vp->render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_OBJECTS_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_VERTICES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_MATERIAL_CHANGES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SHADER_CHANGES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SURFACE_CHANGES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_DRAW_CALLS_IN_FRAME);
-
if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
//copy to screen if set as such
BlitToScreen blit;
@@ -613,9 +606,17 @@ void RendererViewport::draw_viewports() {
}
RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
+
+ objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
+ vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
+ draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
}
RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
+ total_objects_drawn = objects_drawn;
+ total_vertices_drawn = vertices_drawn;
+ total_draw_calls_used = draw_calls_used;
+
RENDER_TIMESTAMP("<Render Viewports");
//this needs to be called to make screen swapping more efficient
RSG::rasterizer->prepare_for_blitting_render_targets();
@@ -630,15 +631,12 @@ RID RendererViewport::viewport_allocate() {
}
void RendererViewport::viewport_initialize(RID p_rid) {
- Viewport *viewport = memnew(Viewport);
+ viewport_owner.initialize_rid(p_rid);
+ Viewport *viewport = viewport_owner.getornull(p_rid);
viewport->self = p_rid;
- viewport->hide_scenario = false;
- viewport->hide_canvas = false;
viewport->render_target = RSG::storage->render_target_create();
viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
viewport->viewport_render_direct_to_screen = false;
-
- viewport_owner.initialize_rid(p_rid, viewport);
}
void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
@@ -696,7 +694,7 @@ void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
ERR_FAIL_COND(!viewport);
if (p_active) {
- ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active
+ ERR_FAIL_COND_MSG(active_viewports.find(viewport) != -1, "Can't make active a Viewport that is already active.");
viewport->occlusion_buffer_dirty = true;
active_viewports.push_back(viewport);
} else {
@@ -792,25 +790,25 @@ RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const
return RID();
}
-void RendererViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
+void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
- viewport->hide_scenario = p_hide;
+ viewport->disable_2d = p_disable;
}
-void RendererViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {
+void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
- viewport->hide_canvas = p_hide;
+ viewport->disable_environment = p_disable;
}
-void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
+void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
- viewport->disable_environment = p_disable;
+ viewport->disable_3d = p_disable;
}
void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
@@ -990,7 +988,7 @@ void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels
viewport->lod_threshold = p_pixels;
}
-int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info) {
+int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
Viewport *viewport = viewport_owner.getornull(p_viewport);
@@ -998,7 +996,7 @@ int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRende
return 0; //there should be a lock here..
}
- return viewport->render_info[p_info];
+ return viewport->render_info.info[p_type][p_info];
}
void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
@@ -1085,7 +1083,6 @@ bool RendererViewport::free(RID p_rid) {
}
viewport_owner.free(p_rid);
- memdelete(viewport);
return true;
}
@@ -1119,9 +1116,19 @@ void RendererViewport::set_default_clear_color(const Color &p_color) {
RSG::storage->set_default_clear_color(p_color);
}
-//workaround for setting this on thread
-void RendererViewport::call_set_use_vsync(bool p_enable) {
- DisplayServer::get_singleton()->_set_use_vsync(p_enable);
+// Workaround for setting this on thread.
+void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
+ DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
+}
+
+int RendererViewport::get_total_objects_drawn() const {
+ return total_objects_drawn;
+}
+int RendererViewport::get_total_vertices_drawn() const {
+ return total_vertices_drawn;
+}
+int RendererViewport::get_total_draw_calls_used() const {
+ return total_draw_calls_used;
}
RendererViewport::RendererViewport() {
diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h
index ffda9ad8f0..ac7a35f97d 100644
--- a/servers/rendering/renderer_viewport.h
+++ b/servers/rendering/renderer_viewport.h
@@ -34,6 +34,7 @@
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
+#include "servers/rendering/renderer_scene.h"
#include "servers/rendering_server.h"
#include "servers/xr/xr_interface.h"
@@ -68,9 +69,9 @@ public:
Rect2 viewport_to_screen_rect;
bool viewport_render_direct_to_screen;
- bool hide_scenario;
- bool hide_canvas;
- bool disable_environment;
+ bool disable_2d = false;
+ bool disable_environment = false;
+ bool disable_3d = false;
bool measure_render_time;
bool snap_2d_transforms_to_pixel;
@@ -92,7 +93,6 @@ public:
uint64_t last_pass = 0;
- int render_info[RS::VIEWPORT_RENDER_INFO_MAX];
RS::ViewportDebugDraw debug_draw;
RS::ViewportClearMode clear_mode;
@@ -133,11 +133,13 @@ public:
Map<RID, CanvasData> canvas_map;
+ RendererScene::RenderInfo render_info;
+
Viewport() {
update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE;
clear_mode = RS::VIEWPORT_CLEAR_ALWAYS;
transparent_bg = false;
- disable_environment = false;
+
viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
shadow_atlas_size = 0;
measure_render_time = false;
@@ -152,9 +154,6 @@ public:
snap_2d_transforms_to_pixel = false;
snap_2d_vertices_to_pixel = false;
- for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_MAX; i++) {
- render_info[i] = 0;
- }
use_xr = false;
sdf_active = false;
@@ -172,7 +171,7 @@ public:
uint64_t draw_viewports_pass = 0;
- mutable RID_PtrOwner<Viewport, true> viewport_owner;
+ mutable RID_Owner<Viewport, true> viewport_owner;
struct ViewportSort {
_FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
@@ -188,6 +187,10 @@ public:
Vector<Viewport *> active_viewports;
+ int total_objects_drawn = 0;
+ int total_vertices_drawn = 0;
+ int total_draw_calls_used = 0;
+
private:
void _draw_3d(Viewport *p_viewport);
void _draw_viewport(Viewport *p_viewport, uint32_t p_view_count = 1);
@@ -217,9 +220,9 @@ public:
RID viewport_get_texture(RID p_viewport) const;
RID viewport_get_occluder_debug_texture(RID p_viewport) const;
- void viewport_set_hide_scenario(RID p_viewport, bool p_hide);
- void viewport_set_hide_canvas(RID p_viewport, bool p_hide);
+ void viewport_set_disable_2d(RID p_viewport, bool p_disable);
void viewport_set_disable_environment(RID p_viewport, bool p_disable);
+ void viewport_set_disable_3d(RID p_viewport, bool p_disable);
void viewport_attach_camera(RID p_viewport, RID p_camera);
void viewport_set_scenario(RID p_viewport, RID p_scenario);
@@ -242,7 +245,7 @@ public:
void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality);
void viewport_set_lod_threshold(RID p_viewport, float p_pixels);
- virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info);
+ virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info);
virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
void viewport_set_measure_render_time(RID p_viewport, bool p_enable);
@@ -264,8 +267,12 @@ public:
bool free(RID p_rid);
- //workaround for setting this on thread
- void call_set_use_vsync(bool p_enable);
+ int get_total_objects_drawn() const;
+ int get_total_vertices_drawn() const;
+ int get_total_draw_calls_used() const;
+
+ // Workaround for setting this on thread.
+ void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window);
RendererViewport();
virtual ~RendererViewport() {}
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 056cec4c1f..3594939362 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -98,7 +98,7 @@ RID RenderingDevice::_texture_create_shared_from_slice(const Ref<RDTextureView>
return texture_create_shared_from_slice(p_view->base, p_with_texture, p_layer, p_mipmap, p_slice_type);
}
-RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments) {
+RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count) {
Vector<AttachmentFormat> attachments;
attachments.resize(p_attachments.size());
@@ -107,12 +107,43 @@ RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create
ERR_FAIL_COND_V(af.is_null(), INVALID_FORMAT_ID);
attachments.write[i] = af->base;
}
- return framebuffer_format_create(attachments);
+ return framebuffer_format_create(attachments, p_view_count);
}
-RID RenderingDevice::_framebuffer_create(const Array &p_textures, FramebufferFormatID p_format_check) {
+RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create_multipass(const TypedArray<RDAttachmentFormat> &p_attachments, const TypedArray<RDFramebufferPass> &p_passes, uint32_t p_view_count) {
+ Vector<AttachmentFormat> attachments;
+ attachments.resize(p_attachments.size());
+
+ for (int i = 0; i < p_attachments.size(); i++) {
+ Ref<RDAttachmentFormat> af = p_attachments[i];
+ ERR_FAIL_COND_V(af.is_null(), INVALID_FORMAT_ID);
+ attachments.write[i] = af->base;
+ }
+
+ Vector<FramebufferPass> passes;
+ for (int i = 0; i < p_passes.size(); i++) {
+ Ref<RDFramebufferPass> pass = p_passes[i];
+ ERR_CONTINUE(pass.is_null());
+ passes.push_back(pass->base);
+ }
+
+ return framebuffer_format_create_multipass(attachments, passes, p_view_count);
+}
+
+RID RenderingDevice::_framebuffer_create(const TypedArray<RID> &p_textures, FramebufferFormatID p_format_check, uint32_t p_view_count) {
+ Vector<RID> textures = Variant(p_textures);
+ return framebuffer_create(textures, p_format_check, p_view_count);
+}
+
+RID RenderingDevice::_framebuffer_create_multipass(const TypedArray<RID> &p_textures, const TypedArray<RDFramebufferPass> &p_passes, FramebufferFormatID p_format_check, uint32_t p_view_count) {
Vector<RID> textures = Variant(p_textures);
- return framebuffer_create(textures, p_format_check);
+ Vector<FramebufferPass> passes;
+ for (int i = 0; i < p_passes.size(); i++) {
+ Ref<RDFramebufferPass> pass = p_passes[i];
+ ERR_CONTINUE(pass.is_null());
+ passes.push_back(pass->base);
+ }
+ return framebuffer_create_multipass(textures, passes, p_format_check, p_view_count);
}
RID RenderingDevice::_sampler_create(const Ref<RDSamplerState> &p_state) {
@@ -143,7 +174,7 @@ Ref<RDShaderBytecode> RenderingDevice::_shader_compile_from_source(const Ref<RDS
ERR_FAIL_COND_V(p_source.is_null(), Ref<RDShaderBytecode>());
Ref<RDShaderBytecode> bytecode;
- bytecode.instance();
+ bytecode.instantiate();
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
String error;
@@ -190,7 +221,36 @@ Error RenderingDevice::_buffer_update(RID p_buffer, uint32_t p_offset, uint32_t
return buffer_update(p_buffer, p_offset, p_size, p_data.ptr(), p_post_barrier);
}
-RID RenderingDevice::_render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags) {
+static Vector<RenderingDevice::PipelineSpecializationConstant> _get_spec_constants(const TypedArray<RDPipelineSpecializationConstant> &p_constants) {
+ Vector<RenderingDevice::PipelineSpecializationConstant> ret;
+ ret.resize(p_constants.size());
+ for (int i = 0; i < p_constants.size(); i++) {
+ Ref<RDPipelineSpecializationConstant> c = p_constants[i];
+ ERR_CONTINUE(c.is_null());
+ RenderingDevice::PipelineSpecializationConstant &sc = ret.write[i];
+ Variant value = c->get_value();
+ switch (value.get_type()) {
+ case Variant::BOOL: {
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.bool_value = value;
+ } break;
+ case Variant::INT: {
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
+ sc.int_value = value;
+ } break;
+ case Variant::FLOAT: {
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT;
+ sc.float_value = value;
+ } break;
+ default: {
+ }
+ }
+
+ sc.constant_id = c->get_constant_id();
+ }
+ return ret;
+}
+RID RenderingDevice::_render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags, uint32_t p_for_render_pass, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants) {
PipelineRasterizationState rasterization_state;
if (p_rasterization_state.is_valid()) {
rasterization_state = p_rasterization_state->base;
@@ -221,7 +281,11 @@ RID RenderingDevice::_render_pipeline_create(RID p_shader, FramebufferFormatID p
}
}
- return render_pipeline_create(p_shader, p_framebuffer_format, p_vertex_format, p_render_primitive, rasterization_state, multisample_state, depth_stencil_state, color_blend_state, p_dynamic_state_flags);
+ return render_pipeline_create(p_shader, p_framebuffer_format, p_vertex_format, p_render_primitive, rasterization_state, multisample_state, depth_stencil_state, color_blend_state, p_dynamic_state_flags, p_for_render_pass, _get_spec_constants(p_specialization_constants));
+}
+
+RID RenderingDevice::_compute_pipeline_create(RID p_shader, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants = TypedArray<RDPipelineSpecializationConstant>()) {
+ return compute_pipeline_create(p_shader, _get_spec_constants(p_specialization_constants));
}
Vector<int64_t> RenderingDevice::_draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const TypedArray<RID> &p_storage_textures) {
@@ -242,6 +306,22 @@ Vector<int64_t> RenderingDevice::_draw_list_begin_split(RID p_framebuffer, uint3
return split_ids;
}
+Vector<int64_t> RenderingDevice::_draw_list_switch_to_next_pass_split(uint32_t p_splits) {
+ Vector<DrawListID> splits;
+ splits.resize(p_splits);
+
+ Error err = draw_list_switch_to_next_pass_split(p_splits, splits.ptrw());
+ ERR_FAIL_COND_V(err != OK, Vector<int64_t>());
+
+ Vector<int64_t> split_ids;
+ split_ids.resize(splits.size());
+ for (int i = 0; i < splits.size(); i++) {
+ split_ids.write[i] = splits[i];
+ }
+
+ return split_ids;
+}
+
void RenderingDevice::_draw_list_set_push_constant(DrawListID p_list, const Vector<uint8_t> &p_data, uint32_t p_data_size) {
ERR_FAIL_COND((uint32_t)p_data.size() > p_data_size);
draw_list_set_push_constant(p_list, p_data.ptr(), p_data_size);
@@ -269,10 +349,12 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("texture_clear", "texture", "color", "base_mipmap", "mipmap_count", "base_layer", "layer_count", "post_barrier"), &RenderingDevice::texture_clear, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("texture_resolve_multisample", "from_texture", "to_texture", "post_barrier"), &RenderingDevice::texture_resolve_multisample, DEFVAL(BARRIER_MASK_ALL));
- ClassDB::bind_method(D_METHOD("framebuffer_format_create", "attachments"), &RenderingDevice::_framebuffer_format_create);
+ ClassDB::bind_method(D_METHOD("framebuffer_format_create", "attachments", "view_count"), &RenderingDevice::_framebuffer_format_create, DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("framebuffer_format_create_multipass", "attachments", "passes", "view_count"), &RenderingDevice::_framebuffer_format_create_multipass, DEFVAL(1));
ClassDB::bind_method(D_METHOD("framebuffer_format_create_empty", "samples"), &RenderingDevice::framebuffer_format_create_empty, DEFVAL(TEXTURE_SAMPLES_1));
- ClassDB::bind_method(D_METHOD("framebuffer_format_get_texture_samples", "format"), &RenderingDevice::framebuffer_format_get_texture_samples);
- ClassDB::bind_method(D_METHOD("framebuffer_create", "textures", "validate_with_format"), &RenderingDevice::_framebuffer_create, DEFVAL(INVALID_FORMAT_ID));
+ ClassDB::bind_method(D_METHOD("framebuffer_format_get_texture_samples", "format", "render_pass"), &RenderingDevice::framebuffer_format_get_texture_samples, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("framebuffer_create", "textures", "validate_with_format", "view_count"), &RenderingDevice::_framebuffer_create, DEFVAL(INVALID_FORMAT_ID), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("framebuffer_create_multipass", "textures", "passes", "validate_with_format", "view_count"), &RenderingDevice::_framebuffer_create_multipass, DEFVAL(INVALID_FORMAT_ID), DEFVAL(1));
ClassDB::bind_method(D_METHOD("framebuffer_create_empty", "size", "samples", "validate_with_format"), &RenderingDevice::framebuffer_create_empty, DEFVAL(TEXTURE_SAMPLES_1), DEFVAL(INVALID_FORMAT_ID));
ClassDB::bind_method(D_METHOD("framebuffer_get_format", "framebuffer"), &RenderingDevice::framebuffer_get_format);
@@ -299,10 +381,10 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("buffer_clear", "buffer", "offset", "size_bytes", "post_barrier"), &RenderingDevice::buffer_clear, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("buffer_get_data", "buffer"), &RenderingDevice::buffer_get_data);
- ClassDB::bind_method(D_METHOD("render_pipeline_create", "shader", "framebuffer_format", "vertex_format", "primitive", "rasterization_state", "multisample_state", "stencil_state", "color_blend_state", "dynamic_state_flags"), &RenderingDevice::_render_pipeline_create, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("render_pipeline_create", "shader", "framebuffer_format", "vertex_format", "primitive", "rasterization_state", "multisample_state", "stencil_state", "color_blend_state", "dynamic_state_flags", "for_render_pass", "specialization_constants"), &RenderingDevice::_render_pipeline_create, DEFVAL(0), DEFVAL(0), DEFVAL(TypedArray<RDPipelineSpecializationConstant>()));
ClassDB::bind_method(D_METHOD("render_pipeline_is_valid", "render_pipeline"), &RenderingDevice::render_pipeline_is_valid);
- ClassDB::bind_method(D_METHOD("compute_pipeline_create", "shader"), &RenderingDevice::compute_pipeline_create);
+ ClassDB::bind_method(D_METHOD("compute_pipeline_create", "shader", "specialization_constants"), &RenderingDevice::_compute_pipeline_create, DEFVAL(TypedArray<RDPipelineSpecializationConstant>()));
ClassDB::bind_method(D_METHOD("compute_pipeline_is_valid", "compute_pieline"), &RenderingDevice::compute_pipeline_is_valid);
ClassDB::bind_method(D_METHOD("screen_get_width", "screen"), &RenderingDevice::screen_get_width, DEFVAL(DisplayServer::MAIN_WINDOW_ID));
@@ -325,6 +407,9 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("draw_list_enable_scissor", "draw_list", "rect"), &RenderingDevice::draw_list_enable_scissor, DEFVAL(Rect2i()));
ClassDB::bind_method(D_METHOD("draw_list_disable_scissor", "draw_list"), &RenderingDevice::draw_list_disable_scissor);
+ ClassDB::bind_method(D_METHOD("draw_list_switch_to_next_pass"), &RenderingDevice::draw_list_switch_to_next_pass);
+ ClassDB::bind_method(D_METHOD("draw_list_switch_to_next_pass_split", "splits"), &RenderingDevice::_draw_list_switch_to_next_pass_split);
+
ClassDB::bind_method(D_METHOD("draw_list_end", "post_barrier"), &RenderingDevice::draw_list_end, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("compute_list_begin", "allow_draw_overlap"), &RenderingDevice::compute_list_begin, DEFVAL(false));
@@ -364,6 +449,8 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_device_name"), &RenderingDevice::get_device_name);
ClassDB::bind_method(D_METHOD("get_device_pipeline_cache_uuid"), &RenderingDevice::get_device_pipeline_cache_uuid);
+ ClassDB::bind_method(D_METHOD("get_memory_usage"), &RenderingDevice::get_memory_usage);
+
BIND_CONSTANT(BARRIER_MASK_RASTER);
BIND_CONSTANT(BARRIER_MASK_COMPUTE);
BIND_CONSTANT(BARRIER_MASK_TRANSFER);
@@ -799,6 +886,10 @@ void RenderingDevice::_bind_methods() {
BIND_ENUM_CONSTANT(SHADER_LANGUAGE_GLSL);
BIND_ENUM_CONSTANT(SHADER_LANGUAGE_HLSL);
+ BIND_ENUM_CONSTANT(PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL);
+ BIND_ENUM_CONSTANT(PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT);
+ BIND_ENUM_CONSTANT(PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT);
+
BIND_ENUM_CONSTANT(LIMIT_MAX_BOUND_UNIFORM_SETS);
BIND_ENUM_CONSTANT(LIMIT_MAX_FRAMEBUFFER_COLOR_ATTACHMENTS);
BIND_ENUM_CONSTANT(LIMIT_MAX_TEXTURES_PER_UNIFORM_SET);
@@ -835,6 +926,10 @@ void RenderingDevice::_bind_methods() {
BIND_ENUM_CONSTANT(LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y);
BIND_ENUM_CONSTANT(LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z);
+ BIND_ENUM_CONSTANT(MEMORY_TEXTURES);
+ BIND_ENUM_CONSTANT(MEMORY_BUFFERS);
+ BIND_ENUM_CONSTANT(MEMORY_TOTAL);
+
BIND_CONSTANT(INVALID_ID);
BIND_CONSTANT(INVALID_FORMAT_ID);
}
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index c13dc01dd7..9a154ef7e9 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -47,6 +47,8 @@ class RDPipelineRasterizationState;
class RDPipelineMultisampleState;
class RDPipelineDepthStencilState;
class RDPipelineColorBlendState;
+class RDFramebufferPass;
+class RDPipelineSpecializationConstant;
class RenderingDevice : public Object {
GDCLASS(RenderingDevice, Object)
@@ -517,10 +519,23 @@ public:
// This ID is warranted to be unique for the same formats, does not need to be freed
virtual FramebufferFormatID framebuffer_format_create(const Vector<AttachmentFormat> &p_format, uint32_t p_view_count = 1) = 0;
+ struct FramebufferPass {
+ enum {
+ ATTACHMENT_UNUSED = -1
+ };
+ Vector<int32_t> color_attachments;
+ Vector<int32_t> input_attachments;
+ Vector<int32_t> resolve_attachments;
+ Vector<int32_t> preserve_attachments;
+ int32_t depth_attachment = ATTACHMENT_UNUSED;
+ };
+
+ virtual FramebufferFormatID framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, Vector<FramebufferPass> &p_passes, uint32_t p_view_count = 1) = 0;
virtual FramebufferFormatID framebuffer_format_create_empty(TextureSamples p_samples = TEXTURE_SAMPLES_1) = 0;
- virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format) = 0;
+ virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass = 0) = 0;
virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1) = 0;
+ virtual RID framebuffer_create_multipass(const Vector<RID> &p_texture_attachments, Vector<FramebufferPass> &p_passes, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1) = 0;
virtual RID framebuffer_create_empty(const Size2i &p_size, TextureSamples p_samples = TEXTURE_SAMPLES_1, FramebufferFormatID p_format_check = INVALID_ID) = 0;
virtual FramebufferFormatID framebuffer_get_format(RID p_framebuffer) = 0;
@@ -701,11 +716,39 @@ public:
virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) = 0;
virtual bool uniform_set_is_valid(RID p_uniform_set) = 0;
+ typedef void (*UniformSetInvalidatedCallback)(const RID &, void *);
+ virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, UniformSetInvalidatedCallback p_callback, void *p_userdata) = 0;
virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Vector<uint8_t> buffer_get_data(RID p_buffer) = 0; //this causes stall, only use to retrieve large buffers for saving
+ /******************************************/
+ /**** PIPELINE SPECIALIZATION CONSTANT ****/
+ /******************************************/
+
+ enum PipelineSpecializationConstantType {
+ PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL,
+ PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT,
+ PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT,
+ };
+
+ struct PipelineSpecializationConstant {
+ PipelineSpecializationConstantType type;
+ uint32_t constant_id;
+ union {
+ uint32_t int_value;
+ float float_value;
+ bool bool_value;
+ };
+
+ PipelineSpecializationConstant() {
+ type = PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ constant_id = 0;
+ int_value = 0;
+ }
+ };
+
/*************************/
/**** RENDER PIPELINE ****/
/*************************/
@@ -962,13 +1005,13 @@ public:
};
virtual bool render_pipeline_is_valid(RID p_pipeline) = 0;
- virtual RID render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0) = 0;
+ virtual RID render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0, uint32_t p_for_render_pass = 0, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>()) = 0;
/**************************/
/**** COMPUTE PIPELINE ****/
/**************************/
- virtual RID compute_pipeline_create(RID p_shader) = 0;
+ virtual RID compute_pipeline_create(RID p_shader, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>()) = 0;
virtual bool compute_pipeline_is_valid(RID p_pipeline) = 0;
/****************/
@@ -1018,6 +1061,9 @@ public:
virtual void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect) = 0;
virtual void draw_list_disable_scissor(DrawListID p_list) = 0;
+ virtual DrawListID draw_list_switch_to_next_pass() = 0;
+ virtual Error draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids) = 0;
+
virtual void draw_list_end(uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
/***********************/
@@ -1111,7 +1157,13 @@ public:
virtual void submit() = 0;
virtual void sync() = 0;
- virtual uint64_t get_memory_usage() const = 0;
+ enum MemoryType {
+ MEMORY_TEXTURES,
+ MEMORY_BUFFERS,
+ MEMORY_TOTAL
+ };
+
+ virtual uint64_t get_memory_usage(MemoryType p_type) const = 0;
virtual RenderingDevice *create_local_device() = 0;
@@ -1134,8 +1186,10 @@ protected:
RID _texture_create_shared(const Ref<RDTextureView> &p_view, RID p_with_texture);
RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
- FramebufferFormatID _framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments);
- RID _framebuffer_create(const Array &p_textures, FramebufferFormatID p_format_check = INVALID_ID);
+ FramebufferFormatID _framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count);
+ FramebufferFormatID _framebuffer_format_create_multipass(const TypedArray<RDAttachmentFormat> &p_attachments, const TypedArray<RDFramebufferPass> &p_passes, uint32_t p_view_count);
+ RID _framebuffer_create(const TypedArray<RID> &p_textures, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
+ RID _framebuffer_create_multipass(const TypedArray<RID> &p_textures, const TypedArray<RDFramebufferPass> &p_passes, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
RID _sampler_create(const Ref<RDSamplerState> &p_state);
VertexFormatID _vertex_format_create(const TypedArray<RDVertexAttribute> &p_vertex_formats);
RID _vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const TypedArray<RID> &p_src_buffers);
@@ -1146,11 +1200,13 @@ protected:
Error _buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL);
- RID _render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags = 0);
+ RID _render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags, uint32_t p_for_render_pass, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants);
+ RID _compute_pipeline_create(RID p_shader, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants);
Vector<int64_t> _draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const TypedArray<RID> &p_storage_textures = TypedArray<RID>());
void _draw_list_set_push_constant(DrawListID p_list, const Vector<uint8_t> &p_data, uint32_t p_data_size);
void _compute_list_set_push_constant(ComputeListID p_list, const Vector<uint8_t> &p_data, uint32_t p_data_size);
+ Vector<int64_t> _draw_list_switch_to_next_pass_split(uint32_t p_splits);
};
VARIANT_ENUM_CAST(RenderingDevice::ShaderStage)
@@ -1177,9 +1233,11 @@ VARIANT_ENUM_CAST(RenderingDevice::LogicOperation)
VARIANT_ENUM_CAST(RenderingDevice::BlendFactor)
VARIANT_ENUM_CAST(RenderingDevice::BlendOperation)
VARIANT_ENUM_CAST(RenderingDevice::PipelineDynamicStateFlags)
+VARIANT_ENUM_CAST(RenderingDevice::PipelineSpecializationConstantType)
VARIANT_ENUM_CAST(RenderingDevice::InitialAction)
VARIANT_ENUM_CAST(RenderingDevice::FinalAction)
VARIANT_ENUM_CAST(RenderingDevice::Limit)
+VARIANT_ENUM_CAST(RenderingDevice::MemoryType)
typedef RenderingDevice RD;
diff --git a/servers/rendering/rendering_device_binds.cpp b/servers/rendering/rendering_device_binds.cpp
index 2f11360364..2652edb1bc 100644
--- a/servers/rendering/rendering_device_binds.cpp
+++ b/servers/rendering/rendering_device_binds.cpp
@@ -156,7 +156,7 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String
}
Ref<RDShaderFile> shader_file;
- shader_file.instance();
+ shader_file.instantiate();
if (base_error == "") {
if (stage_found[RD::SHADER_STAGE_COMPUTE] && stages_found > 1) {
@@ -173,7 +173,7 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String
for (Map<StringName, String>::Element *E = version_texts.front(); E; E = E->next()) {
Ref<RDShaderBytecode> bytecode;
- bytecode.instance();
+ bytecode.instantiate();
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
String code = stage_code[i];
diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h
index 912674e309..1af427b356 100644
--- a/servers/rendering/rendering_device_binds.h
+++ b/servers/rendering/rendering_device_binds.h
@@ -128,6 +128,34 @@ protected:
}
};
+class RDFramebufferPass : public RefCounted {
+ GDCLASS(RDFramebufferPass, RefCounted)
+ friend class RenderingDevice;
+
+ RD::FramebufferPass base;
+
+public:
+ RD_SETGET(PackedInt32Array, color_attachments)
+ RD_SETGET(PackedInt32Array, input_attachments)
+ RD_SETGET(PackedInt32Array, resolve_attachments)
+ RD_SETGET(PackedInt32Array, preserve_attachments)
+ RD_SETGET(int32_t, depth_attachment)
+protected:
+ enum {
+ ATTACHMENT_UNUSED = -1
+ };
+
+ static void _bind_methods() {
+ RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, color_attachments);
+ RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, input_attachments);
+ RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, resolve_attachments);
+ RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, preserve_attachments);
+ RD_BIND(Variant::INT, RDFramebufferPass, depth_attachment);
+
+ BIND_CONSTANT(ATTACHMENT_UNUSED);
+ }
+};
+
class RDSamplerState : public RefCounted {
GDCLASS(RDSamplerState, RefCounted)
friend class RenderingDevice;
@@ -424,6 +452,41 @@ protected:
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_ids", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "_set_ids", "get_ids");
}
};
+
+class RDPipelineSpecializationConstant : public RefCounted {
+ GDCLASS(RDPipelineSpecializationConstant, RefCounted)
+ friend class RenderingDevice;
+
+ Variant value = false;
+ uint32_t constant_id;
+
+public:
+ void set_value(const Variant &p_value) {
+ ERR_FAIL_COND(p_value.get_type() != Variant::BOOL && p_value.get_type() != Variant::INT && p_value.get_type() != Variant::FLOAT);
+ value = p_value;
+ }
+ Variant get_value() const { return value; }
+
+ void set_constant_id(uint32_t p_id) {
+ constant_id = p_id;
+ }
+ uint32_t get_constant_id() const {
+ return constant_id;
+ }
+
+protected:
+ static void _bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_value", "value"), &RDPipelineSpecializationConstant::set_value);
+ ClassDB::bind_method(D_METHOD("get_value"), &RDPipelineSpecializationConstant::get_value);
+
+ ClassDB::bind_method(D_METHOD("set_constant_id", "constant_id"), &RDPipelineSpecializationConstant::set_constant_id);
+ ClassDB::bind_method(D_METHOD("get_constant_id"), &RDPipelineSpecializationConstant::get_constant_id);
+
+ ADD_PROPERTY(PropertyInfo(Variant::NIL, "value", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "set_value", "get_value");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "constant_id", PROPERTY_HINT_RANGE, "0,65535,0"), "set_constant_id", "get_constant_id");
+ }
+};
+
class RDPipelineRasterizationState : public RefCounted {
GDCLASS(RDPipelineRasterizationState, RefCounted)
friend class RenderingDevice;
diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp
index 629d212b69..e3ebebca86 100644
--- a/servers/rendering/rendering_server_default.cpp
+++ b/servers/rendering/rendering_server_default.cpp
@@ -42,26 +42,6 @@
int RenderingServerDefault::changes = 0;
-/* BLACK BARS */
-
-void RenderingServerDefault::black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) {
- black_margin[SIDE_LEFT] = p_left;
- black_margin[SIDE_TOP] = p_top;
- black_margin[SIDE_RIGHT] = p_right;
- black_margin[SIDE_BOTTOM] = p_bottom;
-}
-
-void RenderingServerDefault::black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) {
- black_image[SIDE_LEFT] = p_left;
- black_image[SIDE_TOP] = p_top;
- black_image[SIDE_RIGHT] = p_right;
- black_image[SIDE_BOTTOM] = p_bottom;
-}
-
-void RenderingServerDefault::_draw_margins() {
- RSG::canvas_render->draw_window_margins(black_margin, black_image);
-};
-
/* FREE */
void RenderingServerDefault::_free(RID p_rid) {
@@ -114,7 +94,6 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
RSG::viewport->draw_viewports();
RSG::canvas_render->update();
- _draw_margins();
RSG::rasterizer->end_frame(p_swap_buffers);
RSG::canvas->update_visibility_notifiers();
@@ -210,6 +189,8 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
print_frame_profile_frame_count = 0;
}
}
+
+ RSG::storage->update_memory_info();
}
float RenderingServerDefault::get_frame_setup_time_cpu() const {
@@ -260,8 +241,15 @@ void RenderingServerDefault::finish() {
/* STATUS INFORMATION */
-uint64_t RenderingServerDefault::get_render_info(RenderInfo p_info) {
- return RSG::storage->get_render_info(p_info);
+uint64_t RenderingServerDefault::get_rendering_info(RenderingInfo p_info) {
+ if (p_info == RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME) {
+ return RSG::viewport->get_total_objects_drawn();
+ } else if (p_info == RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME) {
+ return RSG::viewport->get_total_vertices_drawn();
+ } else if (p_info == RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME) {
+ return RSG::viewport->get_total_draw_calls_used();
+ }
+ return RSG::storage->get_rendering_info(p_info);
}
String RenderingServerDefault::get_video_adapter_name() const {
@@ -410,11 +398,6 @@ RenderingServerDefault::RenderingServerDefault(bool p_create_thread) :
sr->set_scene_render(RSG::rasterizer->get_scene());
frame_profile_frame = 0;
-
- for (int i = 0; i < 4; i++) {
- black_margin[i] = 0;
- black_image[i] = RID();
- }
}
RenderingServerDefault::~RenderingServerDefault() {
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 16e9f1fc77..79665dcdd2 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -58,9 +58,6 @@ class RenderingServerDefault : public RenderingServer {
static int changes;
RID test_cube;
- int black_margin[4];
- RID black_image[4];
-
struct FrameDrawnCallbacks {
ObjectID object;
StringName method;
@@ -69,7 +66,6 @@ class RenderingServerDefault : public RenderingServer {
List<FrameDrawnCallbacks> frame_drawn_callbacks;
- void _draw_margins();
static void _changes_changed() {}
uint64_t frame_profile_frame;
@@ -192,8 +188,6 @@ public:
FUNCRIDTEX6(texture_3d, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
FUNCRIDTEX1(texture_proxy, RID)
- //goes pass-through
- FUNC3(texture_2d_update_immediate, RID, const Ref<Image> &, int)
//these go through command queue if they are in another thread
FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
@@ -290,7 +284,9 @@ public:
FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
- FUNC4(mesh_surface_update_region, RID, int, int, const Vector<uint8_t> &)
+ FUNC4(mesh_surface_update_vertex_region, RID, int, int, const Vector<uint8_t> &)
+ FUNC4(mesh_surface_update_attribute_region, RID, int, int, const Vector<uint8_t> &)
+ FUNC4(mesh_surface_update_skin_region, RID, int, int, const Vector<uint8_t> &)
FUNC3(mesh_surface_set_material, RID, int, RID)
FUNC2RC(RID, mesh_surface_get_material, RID, int)
@@ -333,21 +329,6 @@ public:
FUNC2(multimesh_set_visible_instances, RID, int)
FUNC1RC(int, multimesh_get_visible_instances, RID)
- /* IMMEDIATE API */
-
- FUNCRIDSPLIT(immediate)
- FUNC3(immediate_begin, RID, PrimitiveType, RID)
- FUNC2(immediate_vertex, RID, const Vector3 &)
- FUNC2(immediate_normal, RID, const Vector3 &)
- FUNC2(immediate_tangent, RID, const Plane &)
- FUNC2(immediate_color, RID, const Color &)
- FUNC2(immediate_uv, RID, const Vector2 &)
- FUNC2(immediate_uv2, RID, const Vector2 &)
- FUNC1(immediate_end, RID)
- FUNC1(immediate_clear, RID)
- FUNC2(immediate_set_material, RID, RID)
- FUNC1RC(RID, immediate_get_material, RID)
-
/* SKELETON API */
FUNCRIDSPLIT(skeleton)
@@ -381,7 +362,6 @@ public:
FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
FUNC2(light_directional_set_blend_splits, RID, bool)
FUNC2(light_directional_set_sky_only, RID, bool)
- FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
/* PROBE API */
@@ -431,34 +411,12 @@ public:
FUNC1RC(Transform3D, voxel_gi_get_to_cell_xform, RID)
FUNC2(voxel_gi_set_dynamic_range, RID, float)
- FUNC1RC(float, voxel_gi_get_dynamic_range, RID)
-
FUNC2(voxel_gi_set_propagation, RID, float)
- FUNC1RC(float, voxel_gi_get_propagation, RID)
-
FUNC2(voxel_gi_set_energy, RID, float)
- FUNC1RC(float, voxel_gi_get_energy, RID)
-
- FUNC2(voxel_gi_set_ao, RID, float)
- FUNC1RC(float, voxel_gi_get_ao, RID)
-
- FUNC2(voxel_gi_set_ao_size, RID, float)
- FUNC1RC(float, voxel_gi_get_ao_size, RID)
-
FUNC2(voxel_gi_set_bias, RID, float)
- FUNC1RC(float, voxel_gi_get_bias, RID)
-
FUNC2(voxel_gi_set_normal_bias, RID, float)
- FUNC1RC(float, voxel_gi_get_normal_bias, RID)
-
FUNC2(voxel_gi_set_interior, RID, bool)
- FUNC1RC(bool, voxel_gi_is_interior, RID)
-
FUNC2(voxel_gi_set_use_two_bounces, RID, bool)
- FUNC1RC(bool, voxel_gi_is_using_two_bounces, RID)
-
- FUNC2(voxel_gi_set_anisotropy_strength, RID, float)
- FUNC1RC(float, voxel_gi_get_anisotropy_strength, RID)
/* LIGHTMAP */
@@ -582,9 +540,9 @@ public:
FUNC1RC(RID, viewport_get_texture, RID)
- FUNC2(viewport_set_hide_scenario, RID, bool)
- FUNC2(viewport_set_hide_canvas, RID, bool)
+ FUNC2(viewport_set_disable_2d, RID, bool)
FUNC2(viewport_set_disable_environment, RID, bool)
+ FUNC2(viewport_set_disable_3d, RID, bool)
FUNC2(viewport_attach_camera, RID, RID)
FUNC2(viewport_set_scenario, RID, RID)
@@ -612,14 +570,14 @@ public:
FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
FUNC2(viewport_set_lod_threshold, RID, float)
- FUNC2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
+ FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo)
FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
FUNC2(viewport_set_measure_render_time, RID, bool)
FUNC1RC(float, viewport_get_measured_render_time_cpu, RID)
FUNC1RC(float, viewport_get_measured_render_time_gpu, RID)
- FUNC1(call_set_use_vsync, bool)
+ FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID)
/* ENVIRONMENT API */
@@ -709,7 +667,6 @@ public:
FUNCRIDSPLIT(scenario)
- FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
FUNC2(scenario_set_environment, RID, RID)
FUNC2(scenario_set_camera_effects, RID, RID)
FUNC2(scenario_set_fallback_environment, RID, RID)
@@ -729,7 +686,6 @@ public:
FUNC2(instance_set_custom_aabb, RID, AABB)
FUNC2(instance_attach_skeleton, RID, RID)
- FUNC2(instance_set_exterior, RID, bool)
FUNC2(instance_set_extra_visibility_margin, RID, real_t)
FUNC2(instance_set_visibility_parent, RID, RID)
@@ -897,11 +853,6 @@ public:
#undef WRITE_ACTION
#undef SYNC_DEBUG
- /* BLACK BARS */
-
- virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) override;
- virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) override;
-
/* FREE */
virtual void free(RID p_rid) override {
@@ -925,7 +876,7 @@ public:
/* STATUS INFORMATION */
- virtual uint64_t get_render_info(RenderInfo p_info) override;
+ virtual uint64_t get_rendering_info(RenderingInfo p_info) override;
virtual String get_video_adapter_name() const override;
virtual String get_video_adapter_vendor() const override;
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index c4e7511374..376d23ccb3 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -122,7 +122,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_CURVE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_BOOST"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BACKLIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;