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-rw-r--r--servers/rendering/rasterizer_dummy.h74
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp35
-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.h5
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h2
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp925
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h204
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp300
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h123
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp156
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h26
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp785
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h185
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp149
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h20
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.cpp34
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.h14
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp116
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h7
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp83
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h7
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp22
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.h10
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp941
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h336
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp543
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h123
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp522
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h178
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp38
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp179
-rw-r--r--servers/rendering/renderer_rd/shader_rd.h2
-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster.glsl136
-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl21
-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof.glsl38
-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl37
-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl253
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cube_to_dp.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl48
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl48
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl163
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl256
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl95
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl94
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl63
-rw-r--r--servers/rendering/renderer_rd/shaders/decal_data_inc.glsl28
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl27
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl104
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl74
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl16
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl839
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl36
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl401
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl135
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl125
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl34
-rw-r--r--servers/rendering/renderer_scene.h12
-rw-r--r--servers/rendering/renderer_scene_cull.cpp285
-rw-r--r--servers/rendering/renderer_scene_cull.h32
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.cpp4
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.h2
-rw-r--r--servers/rendering/renderer_scene_render.cpp4
-rw-r--r--servers/rendering/renderer_scene_render.h8
-rw-r--r--servers/rendering/renderer_storage.h62
-rw-r--r--servers/rendering/renderer_viewport.cpp85
-rw-r--r--servers/rendering/renderer_viewport.h35
-rw-r--r--servers/rendering/rendering_device.cpp208
-rw-r--r--servers/rendering/rendering_device.h111
-rw-r--r--servers/rendering/rendering_device_binds.cpp8
-rw-r--r--servers/rendering/rendering_device_binds.h113
-rw-r--r--servers/rendering/rendering_server_default.cpp55
-rw-r--r--servers/rendering/rendering_server_default.h89
-rw-r--r--servers/rendering/shader_language.cpp1608
-rw-r--r--servers/rendering/shader_language.h25
-rw-r--r--servers/rendering/shader_types.cpp24
-rw-r--r--servers/rendering/shader_types.h8
-rw-r--r--servers/rendering/shader_warnings.cpp4
-rw-r--r--servers/rendering/shader_warnings.h2
88 files changed, 7780 insertions, 4297 deletions
diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h
index d4c25b6253..f58d124140 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 {
@@ -60,6 +61,7 @@ public:
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 {}
void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
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 {}
+ void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override {}
void geometry_instance_free(GeometryInstance *p_geometry_instance) override {}
@@ -175,7 +177,7 @@ 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 {}
@@ -199,6 +201,9 @@ public:
void update() override {}
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override {}
+ virtual void decals_set_filter(RS::DecalFilter p_filter) override {}
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override {}
+
RasterizerSceneDummy() {}
~RasterizerSceneDummy() {}
};
@@ -225,7 +230,6 @@ 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 +328,9 @@ 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 +371,6 @@ 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(); }
@@ -421,15 +410,14 @@ 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; }
bool light_has_shadow(RID p_light) const override { return false; }
+ bool light_has_projector(RID p_light) const override { return false; }
RS::LightType light_get_type(RID p_light) const override { return RS::LIGHT_OMNI; }
AABB light_get_aabb(RID p_light) const override { return AABB(); }
@@ -506,12 +494,6 @@ 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; }
@@ -558,13 +540,13 @@ public:
void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override {}
void particles_set_emitting(RID p_particles, bool p_emitting) override {}
void particles_set_amount(RID p_particles, int p_amount) override {}
- void particles_set_lifetime(RID p_particles, float p_lifetime) override {}
+ void particles_set_lifetime(RID p_particles, double p_lifetime) override {}
void particles_set_one_shot(RID p_particles, bool p_one_shot) override {}
- void particles_set_pre_process_time(RID p_particles, float p_time) override {}
- void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) override {}
- void particles_set_randomness_ratio(RID p_particles, float p_ratio) override {}
+ void particles_set_pre_process_time(RID p_particles, double p_time) override {}
+ void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override {}
+ void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override {}
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override {}
- void particles_set_speed_scale(RID p_particles, float p_scale) override {}
+ void particles_set_speed_scale(RID p_particles, double p_scale) override {}
void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override {}
void particles_set_process_material(RID p_particles, RID p_material) override {}
void particles_set_fixed_fps(RID p_particles, int p_fps) override {}
@@ -572,11 +554,11 @@ public:
void particles_set_fractional_delta(RID p_particles, bool p_enable) override {}
void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override {}
void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override {}
- void particles_set_collision_base_size(RID p_particles, float p_size) override {}
+ void particles_set_collision_base_size(RID p_particles, real_t p_size) override {}
void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override {}
- void particles_set_trails(RID p_particles, bool p_enable, float p_length) override {}
+ void particles_set_trails(RID p_particles, bool p_enable, double p_length) override {}
void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override {}
void particles_restart(RID p_particles) override {}
@@ -609,11 +591,11 @@ public:
void particles_collision_initialize(RID p_rid) override {}
void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override {}
void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override {}
- void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius) override {}
+ void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override {}
void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override {}
- void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) override {}
- void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality) override {}
- void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve) override {}
+ void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override {}
+ void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override {}
+ void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override {}
void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override {}
void particles_collision_height_field_update(RID p_particles_collision) override {}
void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override {}
@@ -686,17 +668,15 @@ 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 +714,6 @@ 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 {}
@@ -746,7 +724,7 @@ public:
class RasterizerDummy : public RendererCompositor {
private:
uint64_t frame = 1;
- float delta = 0;
+ double delta = 0;
protected:
RasterizerCanvasDummy canvas;
@@ -787,7 +765,7 @@ public:
bool is_low_end() const override { return true; }
uint64_t get_frame_number() const override { return frame; }
- float get_frame_delta_time() const override { return delta; }
+ double get_frame_delta_time() const override { return delta; }
RasterizerDummy() {}
~RasterizerDummy() {}
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index 016a172f25..fd7d5b91fa 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) {
@@ -641,17 +639,19 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
j2 = j + 1;
- Vector2 tangent = ((t + prev_t).normalized()) * p_width * 0.5;
+ Vector2 dir = (t + prev_t).normalized();
+ Vector2 tangent = dir * p_width * 0.5;
+ Vector2 border = dir * 2.0;
Vector2 pos = p_points[i];
points_ptr[j] = pos + tangent;
points_ptr[j2] = pos - tangent;
- points_top_ptr[j] = pos + tangent + tangent;
+ points_top_ptr[j] = pos + tangent + border;
points_top_ptr[j2] = pos + tangent;
points_bottom_ptr[j] = pos - tangent;
- points_bottom_ptr[j2] = pos - tangent - tangent;
+ points_bottom_ptr[j2] = pos - tangent - border;
if (i < p_colors.size()) {
color = p_colors[i];
@@ -1171,9 +1171,9 @@ 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 +1367,7 @@ 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 +1449,9 @@ 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 +1594,6 @@ 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 +1628,6 @@ 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 +1642,6 @@ 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 +1660,6 @@ 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 +1672,6 @@ 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..6206849b66 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;
@@ -86,7 +85,7 @@ public:
virtual void end_frame(bool p_swap_buffers) = 0;
virtual void finalize() = 0;
virtual uint64_t get_frame_number() const = 0;
- virtual float get_frame_delta_time() const = 0;
+ virtual double get_frame_delta_time() const = 0;
virtual bool is_low_end() const = 0;
virtual bool is_xr_enabled() const;
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index ebb81abdad..c0c03eb26a 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -235,7 +235,7 @@ public:
Transform3D xform = view_xform * p_transform;
float radius = xform.basis.get_uniform_scale();
- if (radius > 0.98 || radius < 1.02) {
+ if (radius < 0.98 || radius > 1.02) {
xform.basis.orthonormalize();
}
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 4fd5520e56..80d843227b 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -37,19 +37,8 @@
#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;
+bool EffectsRD::get_prefer_raster_effects() {
+ return prefer_raster_effects;
}
static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
@@ -81,6 +70,28 @@ RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
return uniform_set;
}
+RID EffectsRD::_get_uniform_set_for_input(RID p_texture) {
+ if (input_to_uniform_set_cache.has(p_texture)) {
+ RID uniform_set = input_to_uniform_set_cache[p_texture];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT;
+ u.binding = 0;
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ // This is specific to our subpass shader
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, TONEMAP_MODE_SUBPASS), 0);
+
+ input_to_uniform_set_cache[p_texture] = uniform_set;
+
+ return uniform_set;
+}
+
RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
if (texture_to_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_uniform_set_cache[p_texture];
@@ -96,7 +107,7 @@ RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps)
u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
u.ids.push_back(p_texture);
uniforms.push_back(u);
- //anything with the same configuration (one texture in binding 0 for set 0), is good
+ // anything with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
@@ -398,6 +409,8 @@ void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i
}
void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
+
memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
uint32_t base_flags = 0;
@@ -431,6 +444,8 @@ void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back
}
void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
+
memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
@@ -464,6 +479,57 @@ void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const
RD::get_singleton()->compute_list_end();
}
+void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+ BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
+ uint32_t base_flags = 0;
+
+ blur_raster.push_constant.pixel_size[0] = p_pixel_size.x;
+ blur_raster.push_constant.pixel_size[1] = p_pixel_size.y;
+
+ blur_raster.push_constant.glow_strength = p_strength;
+ blur_raster.push_constant.glow_bloom = p_bloom;
+ blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
+ blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
+ blur_raster.push_constant.glow_exposure = p_exposure;
+ blur_raster.push_constant.glow_white = 0; //actually unused
+ blur_raster.push_constant.glow_luminance_cap = p_luminance_cap;
+
+ blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+
+ //HORIZONTAL
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ if (p_auto_exposure.is_valid() && p_first_pass) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_auto_exposure), 1);
+ }
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
+
+ //VERTICAL
+ draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ blur_raster.push_constant.flags = base_flags;
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@@ -518,11 +584,10 @@ 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);
@@ -674,7 +739,27 @@ void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const S
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip) {
+void EffectsRD::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer.");
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+ BlurRasterMode mode = BLUR_MIPMAP;
+
+ blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
+ blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) {
CopyToDPPushConstant push_constant;
push_constant.screen_rect[0] = p_rect.position.x;
push_constant.screen_rect[1] = p_rect.position.y;
@@ -682,7 +767,9 @@ void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffe
push_constant.screen_rect[3] = p_rect.size.height;
push_constant.z_far = p_z_far;
push_constant.z_near = p_z_near;
- push_constant.z_flip = p_dp_flip;
+ push_constant.texel_size[0] = 1.0f / p_dst_size.x;
+ push_constant.texel_size[1] = 1.0f / p_dst_size.y;
+ push_constant.texel_size[0] *= p_dp_flip ? -1.0f : 1.0f; // Encode dp flip as x size sign
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
@@ -735,11 +822,11 @@ void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Tone
if (p_settings.view_count > 1) {
// Use MULTIVIEW versions
- mode += 4;
+ mode += 6;
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer), false, RD::get_singleton()->draw_list_get_current_pass()));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2);
@@ -751,7 +838,48 @@ void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Tone
RD::get_singleton()->draw_list_end();
}
+void EffectsRD::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings) {
+ memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
+
+ tonemap.push_constant.use_bcs = p_settings.use_bcs;
+ tonemap.push_constant.bcs[0] = p_settings.brightness;
+ tonemap.push_constant.bcs[1] = p_settings.contrast;
+ tonemap.push_constant.bcs[2] = p_settings.saturation;
+
+ ERR_FAIL_COND_MSG(p_settings.use_glow, "Glow is not supported when using subpasses.");
+ tonemap.push_constant.use_glow = p_settings.use_glow;
+
+ int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS;
+ if (p_settings.view_count > 1) {
+ // Use MULTIVIEW versions
+ mode += 6;
+ }
+
+ tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
+ tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
+ tonemap.push_constant.exposure = p_settings.exposure;
+ tonemap.push_constant.white = p_settings.white;
+ tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+
+ tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
+
+ tonemap.push_constant.use_debanding = p_settings.use_debanding;
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass()));
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_for_input(p_source_color), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1); // should be set to a default texture, it's ignored
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2); // should be set to a default texture, it's ignored
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
+
+ RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
+ RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
+}
+
void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer.");
+
luminance_reduce.push_constant.source_size[0] = p_source_size.x;
luminance_reduce.push_constant.source_size[1] = p_source_size.y;
luminance_reduce.push_constant.max_luminance = p_max_luminance;
@@ -790,7 +918,41 @@ void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_halfsize_texture1, RID p_halfsize_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster version of luminance reduction with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_reduce.size() != p_fb.size(), "Incorrect frame buffer account for luminance reduction.");
+
+ luminance_reduce_raster.push_constant.max_luminance = p_max_luminance;
+ luminance_reduce_raster.push_constant.min_luminance = p_min_luminance;
+ luminance_reduce_raster.push_constant.exposure_adjust = p_adjust;
+
+ for (int i = 0; i < p_reduce.size(); i++) {
+ luminance_reduce_raster.push_constant.source_size[0] = i == 0 ? p_source_size.x : luminance_reduce_raster.push_constant.dest_size[0];
+ luminance_reduce_raster.push_constant.source_size[1] = i == 0 ? p_source_size.y : luminance_reduce_raster.push_constant.dest_size[1];
+ luminance_reduce_raster.push_constant.dest_size[0] = MAX(luminance_reduce_raster.push_constant.source_size[0] / 8, 1);
+ luminance_reduce_raster.push_constant.dest_size[1] = MAX(luminance_reduce_raster.push_constant.source_size[1] / 8, 1);
+
+ bool final = !p_set && (luminance_reduce_raster.push_constant.dest_size[0] == 1) && (luminance_reduce_raster.push_constant.dest_size[1] == 1);
+ LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_fb[i])));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(i == 0 ? p_source_texture : p_reduce[i - 1]), 0);
+ if (final) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_prev_luminance), 1);
+ }
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &luminance_reduce_raster.push_constant, sizeof(LuminanceReduceRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+}
+
+void EffectsRD::bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of BOKEH DOF with the mobile renderer.");
+
bokeh.push_constant.blur_far_active = p_dof_far;
bokeh.push_constant.blur_far_begin = p_dof_far_begin;
bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
@@ -817,22 +979,22 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
// The alpha channel of the source color texture is filled with the expected circle size
// If used for DOF far, the size is positive, if used for near, its negative.
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BLUR_SIZE]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.depth_texture), 1);
- bokeh.push_constant.size[0] = p_base_texture_size.x;
- bokeh.push_constant.size[1] = p_base_texture_size.y;
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
//second pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]);
static const int quality_samples[4] = { 6, 12, 12, 24 };
@@ -841,18 +1003,18 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
- bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
- bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
bokeh.push_constant.blur_size *= 0.5;
} else {
//medium and high quality use full size
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.secondary_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
@@ -864,11 +1026,11 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
bokeh.push_constant.second_pass = true;
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture2), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[1]), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1);
} else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.secondary_texture), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
@@ -879,25 +1041,25 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
//forth pass, upscale for low quality
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture2), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[1]), 1);
- bokeh.push_constant.size[0] = p_base_texture_size.x;
- bokeh.push_constant.size[1] = p_base_texture_size.y;
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
bokeh.push_constant.half_size = false;
bokeh.push_constant.second_pass = false;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
}
} else {
//circle
//second pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
@@ -906,11 +1068,11 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
//circle always runs in half size, otherwise too expensive
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
- bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
- bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
@@ -922,24 +1084,198 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
// upscale
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1);
- bokeh.push_constant.size[0] = p_base_texture_size.x;
- bokeh.push_constant.size[1] = p_base_texture_size.y;
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
bokeh.push_constant.half_size = false;
bokeh.push_constant.second_pass = false;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
}
RD::get_singleton()->compute_list_end();
}
+void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use blur DOF with the clustered renderer.");
+
+ memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
+
+ bokeh.push_constant.orthogonal = p_cam_orthogonal;
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
+ bokeh.push_constant.z_far = p_cam_zfar;
+ bokeh.push_constant.z_near = p_cam_znear;
+
+ bokeh.push_constant.second_pass = false;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.blur_size = p_dof_blur_amount;
+
+ if (p_dof_far || p_dof_near) {
+ if (p_dof_far) {
+ bokeh.push_constant.blur_far_active = true;
+ bokeh.push_constant.blur_far_begin = p_dof_far_begin;
+ bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
+ }
+
+ if (p_dof_near) {
+ bokeh.push_constant.blur_near_active = true;
+ bokeh.push_constant.blur_near_begin = p_dof_near_begin;
+ bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size;
+ }
+
+ {
+ // generate our depth data
+ RID framebuffer = p_buffers.base_weight_fb;
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.depth_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+ // double pass approach
+ BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+ bokeh.push_constant.blur_size *= 0.5;
+ }
+
+ static const int quality_samples[4] = { 6, 12, 12, 24 };
+ bokeh.push_constant.blur_scale = 0.5;
+ bokeh.push_constant.steps = quality_samples[p_quality];
+
+ RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
+
+ // Pass 1
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ // Pass 2
+ if (!bokeh.push_constant.half_size) {
+ // do not output weight, we're writing back into our base buffer
+ mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
+ }
+ bokeh.push_constant.second_pass = true;
+
+ framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb;
+ RID texture = bokeh.push_constant.half_size ? p_buffers.half_texture[0] : p_buffers.secondary_texture;
+ RID weight = bokeh.push_constant.half_size ? p_buffers.weight_texture[2] : p_buffers.weight_texture[1];
+
+ draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(texture), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(weight), 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ if (bokeh.push_constant.half_size) {
+ // Compose pass
+ mode = BOKEH_COMPOSITE;
+ framebuffer = p_buffers.base_fb;
+
+ draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[1]), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[3]), 1);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ } else {
+ // circular is a single pass approach
+ BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR;
+
+ {
+ // circle always runs in half size, otherwise too expensive (though the code below does support making this optional)
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+ // bokeh.push_constant.blur_size *= 0.5;
+ }
+
+ static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
+ bokeh.push_constant.blur_scale = quality_scale[p_quality];
+ bokeh.push_constant.steps = 0.0;
+
+ RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ if (bokeh.push_constant.half_size) {
+ // Compose
+ mode = BOKEH_COMPOSITE;
+ framebuffer = p_buffers.base_fb;
+
+ draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[0]), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[2]), 1);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ } else {
+ // Just copy it back (we use our blur raster shader here)..
+ draw_list = RD::get_singleton()->draw_list_begin(p_buffers.base_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_buffers.base_fb)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.secondary_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+ }
+ }
+}
+
void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
@@ -1204,8 +1540,9 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
if (pass < blur_passes - 2) {
blur_pipeline = SSAO_BLUR_PASS_WIDE;
+ } else {
+ blur_pipeline = SSAO_BLUR_PASS_SMART;
}
- blur_pipeline = SSAO_BLUR_PASS_SMART;
}
for (int i = 0; i < 4; i++) {
@@ -1299,7 +1636,9 @@ void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
+void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap roughness with the mobile renderer.");
+
memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id;
@@ -1309,10 +1648,10 @@ void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffe
roughness.push_constant.face_size = p_size;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.pipeline);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_framebuffer), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
@@ -1324,11 +1663,37 @@ void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffe
RD::get_singleton()->compute_list_end();
}
+void EffectsRD::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap roughness with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap roughness must process one side at a time.");
+
+ memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
+
+ roughness.push_constant.face_id = p_face_id;
+ roughness.push_constant.roughness = p_roughness;
+ roughness.push_constant.sample_count = p_sample_count;
+ roughness.push_constant.use_direct_write = p_roughness == 0.0;
+ roughness.push_constant.face_size = p_size;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
void EffectsRD::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap downsample with the mobile renderer.");
+
cubemap_downsampler.push_constant.face_size = p_size.x;
+ cubemap_downsampler.push_constant.face_id = 0; // we render all 6 sides to each layer in one call
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.pipeline);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.compute_pipeline);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_cubemap), 1);
@@ -1342,7 +1707,27 @@ void EffectsRD::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, con
RD::get_singleton()->compute_list_end();
}
+void EffectsRD::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap downsample with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap downsample must process one side at a time.");
+
+ cubemap_downsampler.push_constant.face_size = p_size.x;
+ cubemap_downsampler.push_constant.face_id = p_face_id;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_cubemap), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
void EffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap filter with the mobile renderer.");
+
Vector<RD::Uniform> uniforms;
for (int i = 0; i < p_dest_cubemap.size(); i++) {
RD::Uniform u;
@@ -1354,12 +1739,12 @@ void EffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap,
if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
RD::get_singleton()->free(filter.image_uniform_set);
}
- filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.shader.version_get_shader(filter.shader_version, 0), 2);
+ filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, 0), 2);
int pipeline = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY;
pipeline = filter.use_high_quality ? pipeline : pipeline + 1;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.pipelines[pipeline]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.compute_pipelines[pipeline]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap, true), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2);
@@ -1371,43 +1756,27 @@ 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;
+void EffectsRD::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap filter with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap filter must process one side at a time.");
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
+ // TODO implement!
+ CubemapFilterRasterPushConstant push_constant;
+ push_constant.mip_level = p_mip_level;
+ push_constant.face_id = p_face_id;
- 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);
+ CubemapFilterMode mode = filter.use_high_quality ? FILTER_MODE_HIGH_QUALITY : FILTER_MODE_LOW_QUALITY;
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_cubemap), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1);
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_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
}
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) {
@@ -1432,6 +1801,24 @@ 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;
@@ -1501,8 +1888,35 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
RD::get_singleton()->compute_list_end();
}
-EffectsRD::EffectsRD() {
- { // Initialize copy
+EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
+ prefer_raster_effects = p_prefer_raster_effects;
+
+ if (prefer_raster_effects) {
+ // init blur shader (on compute use copy shader)
+
+ Vector<String> blur_modes;
+ blur_modes.push_back("\n#define MODE_MIPMAP\n"); // BLUR_MIPMAP
+ blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR
+ blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
+ blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
+ blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
+
+ blur_raster.shader.initialize(blur_modes);
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+ blur_raster.shader_version = blur_raster.shader.version_create();
+
+ for (int i = 0; i < BLUR_MODE_MAX; i++) {
+ blur_raster.pipelines[i].setup(blur_raster.shader.version_get_shader(blur_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+
+ } else {
+ // not used in clustered
+ for (int i = 0; i < BLUR_MODE_MAX; i++) {
+ blur_raster.pipelines[i].clear();
+ }
+ }
+
+ if (!prefer_raster_effects) { // Initialize copy
Vector<String> copy_modes;
copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
@@ -1520,10 +1934,21 @@ EffectsRD::EffectsRD() {
copy.shader.initialize(copy_modes);
memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ if (prefer_raster_effects) {
+ // disable shaders we can't use
+ copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY, false);
+ copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY_8BIT, false);
+ copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW, false);
+ copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, false);
+ }
+
copy.shader_version = copy.shader.version_create();
for (int i = 0; i < COPY_MODE_MAX; i++) {
- copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
+ if (copy.shader.is_variant_enabled(i)) {
+ copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
+ }
}
}
{
@@ -1547,11 +1972,22 @@ EffectsRD::EffectsRD() {
// Initialize roughness
Vector<String> cubemap_roughness_modes;
cubemap_roughness_modes.push_back("");
- roughness.shader.initialize(cubemap_roughness_modes);
- roughness.shader_version = roughness.shader.version_create();
+ if (prefer_raster_effects) {
+ roughness.raster_shader.initialize(cubemap_roughness_modes);
+
+ roughness.shader_version = roughness.raster_shader.version_create();
- roughness.pipeline = RD::get_singleton()->compute_pipeline_create(roughness.shader.version_get_shader(roughness.shader_version, 0));
+ roughness.raster_pipeline.setup(roughness.raster_shader.version_get_shader(roughness.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+
+ } else {
+ roughness.compute_shader.initialize(cubemap_roughness_modes);
+
+ roughness.shader_version = roughness.compute_shader.version_create();
+
+ roughness.compute_pipeline = RD::get_singleton()->compute_pipeline_create(roughness.compute_shader.version_get_shader(roughness.shader_version, 0));
+ roughness.raster_pipeline.clear();
+ }
}
{
@@ -1561,12 +1997,16 @@ EffectsRD::EffectsRD() {
tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
tonemap_modes.push_back("\n#define USE_1D_LUT\n");
tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define SUBPASS\n");
+ tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n");
// multiview versions of our shaders
tonemap_modes.push_back("\n#define MULTIVIEW\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n");
tonemap.shader.initialize(tonemap_modes);
@@ -1575,6 +2015,8 @@ EffectsRD::EffectsRD() {
tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false);
tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false);
tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, false);
}
tonemap.shader_version = tonemap.shader.version_create();
@@ -1588,7 +2030,20 @@ EffectsRD::EffectsRD() {
}
}
- {
+ if (prefer_raster_effects) {
+ Vector<String> luminance_reduce_modes;
+ luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
+ luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
+ luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
+
+ luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
+ memset(&luminance_reduce_raster.push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
+ luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
+
+ for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+ luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ } else {
// Initialize luminance_reduce
Vector<String> luminance_reduce_modes;
luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
@@ -1602,6 +2057,10 @@ EffectsRD::EffectsRD() {
for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
}
+
+ for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+ luminance_reduce_raster.pipelines[i].clear();
+ }
}
{
@@ -1620,25 +2079,43 @@ EffectsRD::EffectsRD() {
cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0);
}
- {
- // Initialize bokeh
- Vector<String> bokeh_modes;
- bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n");
- bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
+ // Initialize bokeh
+ Vector<String> bokeh_modes;
+ bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
+ bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
+ if (prefer_raster_effects) {
+ bokeh.raster_shader.initialize(bokeh_modes);
- bokeh.shader.initialize(bokeh_modes);
+ bokeh.shader_version = bokeh.raster_shader.version_create();
- bokeh.shader_version = bokeh.shader.version_create();
+ const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
+ for (int i = 0; i < BOKEH_MAX; i++) {
+ RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
+ bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
+ } else {
+ bokeh.compute_shader.initialize(bokeh_modes);
+ bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
+ bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
+ bokeh.shader_version = bokeh.compute_shader.version_create();
+
+ for (int i = 0; i < BOKEH_MAX; i++) {
+ if (bokeh.compute_shader.is_variant_enabled(i)) {
+ bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
+ }
+ }
for (int i = 0; i < BOKEH_MAX; i++) {
- bokeh.pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.shader.version_get_shader(bokeh.shader_version, i));
+ bokeh.raster_pipelines[i].clear();
}
}
- {
+ if (!prefer_raster_effects) {
// Initialize ssao
RD::SamplerState sampler;
@@ -1694,10 +2171,8 @@ EffectsRD::EffectsRD() {
for (int pass = 0; pass < 4; pass++) {
for (int subPass = 0; subPass < sub_pass_count; subPass++) {
int a = pass;
- int b = subPass;
-
int spmap[5]{ 0, 1, 4, 3, 2 };
- b = spmap[subPass];
+ int b = spmap[subPass];
float ca, sa;
float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
@@ -1782,7 +2257,7 @@ EffectsRD::EffectsRD() {
ERR_FAIL_COND(pipeline != SSAO_MAX);
}
- {
+ if (!prefer_raster_effects) {
// Initialize roughness limiter
Vector<String> shader_modes;
shader_modes.push_back("");
@@ -1798,11 +2273,21 @@ EffectsRD::EffectsRD() {
//Initialize cubemap downsampler
Vector<String> cubemap_downsampler_modes;
cubemap_downsampler_modes.push_back("");
- cubemap_downsampler.shader.initialize(cubemap_downsampler_modes);
- cubemap_downsampler.shader_version = cubemap_downsampler.shader.version_create();
+ if (prefer_raster_effects) {
+ cubemap_downsampler.raster_shader.initialize(cubemap_downsampler_modes);
+
+ cubemap_downsampler.shader_version = cubemap_downsampler.raster_shader.version_create();
- cubemap_downsampler.pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.shader.version_get_shader(cubemap_downsampler.shader_version, 0));
+ cubemap_downsampler.raster_pipeline.setup(cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ cubemap_downsampler.compute_shader.initialize(cubemap_downsampler_modes);
+
+ cubemap_downsampler.shader_version = cubemap_downsampler.compute_shader.version_create();
+
+ cubemap_downsampler.compute_pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0));
+ cubemap_downsampler.raster_pipeline.clear();
+ }
}
{
@@ -1814,12 +2299,6 @@ EffectsRD::EffectsRD() {
cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n");
cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n#define USE_TEXTURE_ARRAY\n");
cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n#define USE_TEXTURE_ARRAY\n");
- filter.shader.initialize(cubemap_filter_modes);
- filter.shader_version = filter.shader.version_create();
-
- for (int i = 0; i < FILTER_MODE_MAX; i++) {
- filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.shader.version_get_shader(filter.shader_version, i));
- }
if (filter.use_high_quality) {
filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs));
@@ -1829,18 +2308,54 @@ EffectsRD::EffectsRD() {
RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0]);
}
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(filter.coefficient_buffer);
- uniforms.push_back(u);
+ if (prefer_raster_effects) {
+ filter.raster_shader.initialize(cubemap_filter_modes);
+
+ // array variants are not supported in raster
+ filter.raster_shader.set_variant_enabled(FILTER_MODE_HIGH_QUALITY_ARRAY, false);
+ filter.raster_shader.set_variant_enabled(FILTER_MODE_LOW_QUALITY_ARRAY, false);
+
+ filter.shader_version = filter.raster_shader.version_create();
+
+ for (int i = 0; i < FILTER_MODE_MAX; i++) {
+ if (filter.raster_shader.is_variant_enabled(i)) {
+ filter.raster_pipelines[i].setup(filter.raster_shader.version_get_shader(filter.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ filter.raster_pipelines[i].clear();
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(filter.coefficient_buffer);
+ uniforms.push_back(u);
+ }
+ filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.raster_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
+ } else {
+ filter.compute_shader.initialize(cubemap_filter_modes);
+ filter.shader_version = filter.compute_shader.version_create();
+
+ for (int i = 0; i < FILTER_MODE_MAX; i++) {
+ filter.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.compute_shader.version_get_shader(filter.shader_version, i));
+ filter.raster_pipelines[i].clear();
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(filter.coefficient_buffer);
+ uniforms.push_back(u);
+ }
+ filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
}
- filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
}
- {
+ if (!prefer_raster_effects) {
Vector<String> specular_modes;
specular_modes.push_back("\n#define MODE_MERGE\n");
specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n");
@@ -1876,71 +2391,74 @@ EffectsRD::EffectsRD() {
}
}
- {
- Vector<String> ssr_modes;
- ssr_modes.push_back("\n");
- ssr_modes.push_back("\n#define MODE_ROUGH\n");
+ if (!prefer_raster_effects) {
+ {
+ Vector<String> ssr_modes;
+ ssr_modes.push_back("\n");
+ ssr_modes.push_back("\n#define MODE_ROUGH\n");
- ssr.shader.initialize(ssr_modes);
+ ssr.shader.initialize(ssr_modes);
- ssr.shader_version = ssr.shader.version_create();
+ ssr.shader_version = ssr.shader.version_create();
- for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
- ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i));
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
+ ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i));
+ }
}
- }
- {
- Vector<String> ssr_filter_modes;
- ssr_filter_modes.push_back("\n");
- ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n");
+ {
+ Vector<String> ssr_filter_modes;
+ ssr_filter_modes.push_back("\n");
+ ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n");
- ssr_filter.shader.initialize(ssr_filter_modes);
+ ssr_filter.shader.initialize(ssr_filter_modes);
- ssr_filter.shader_version = ssr_filter.shader.version_create();
+ ssr_filter.shader_version = ssr_filter.shader.version_create();
- for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
- ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i));
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
+ ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i));
+ }
}
- }
- {
- Vector<String> ssr_scale_modes;
- ssr_scale_modes.push_back("\n");
+ {
+ Vector<String> ssr_scale_modes;
+ ssr_scale_modes.push_back("\n");
- ssr_scale.shader.initialize(ssr_scale_modes);
+ ssr_scale.shader.initialize(ssr_scale_modes);
- ssr_scale.shader_version = ssr_scale.shader.version_create();
+ ssr_scale.shader_version = ssr_scale.shader.version_create();
- ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0));
- }
+ ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0));
+ }
- {
- Vector<String> sss_modes;
- sss_modes.push_back("\n#define USE_11_SAMPLES\n");
- sss_modes.push_back("\n#define USE_17_SAMPLES\n");
- sss_modes.push_back("\n#define USE_25_SAMPLES\n");
+ {
+ Vector<String> sss_modes;
+ sss_modes.push_back("\n#define USE_11_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_17_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_25_SAMPLES\n");
- sss.shader.initialize(sss_modes);
+ sss.shader.initialize(sss_modes);
- sss.shader_version = sss.shader.version_create();
+ sss.shader_version = sss.shader.version_create();
- for (int i = 0; i < sss_modes.size(); i++) {
- sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
+ for (int i = 0; i < sss_modes.size(); i++) {
+ sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
+ }
}
- }
- {
- 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");
+ {
+ 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);
+ resolve.shader.initialize(resolve_modes);
- resolve.shader_version = resolve.shader.version_create();
+ resolve.shader_version = resolve.shader.version_create();
- for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
- resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
+ for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
+ resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
+ }
}
}
@@ -2006,30 +2524,41 @@ EffectsRD::~EffectsRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
RD::get_singleton()->free(filter.coefficient_buffer);
- RD::get_singleton()->free(ssao.mirror_sampler);
- RD::get_singleton()->free(ssao.gather_constants_buffer);
- RD::get_singleton()->free(ssao.importance_map_load_counter);
-
- bokeh.shader.version_free(bokeh.shader_version);
- copy.shader.version_free(copy.shader_version);
+ if (prefer_raster_effects) {
+ blur_raster.shader.version_free(blur_raster.shader_version);
+ bokeh.raster_shader.version_free(blur_raster.shader_version);
+ luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
+ roughness.raster_shader.version_free(roughness.shader_version);
+ cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version);
+ filter.raster_shader.version_free(filter.shader_version);
+ } else {
+ bokeh.compute_shader.version_free(bokeh.shader_version);
+ luminance_reduce.shader.version_free(luminance_reduce.shader_version);
+ roughness.compute_shader.version_free(roughness.shader_version);
+ cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version);
+ filter.compute_shader.version_free(filter.shader_version);
+ }
+ if (!prefer_raster_effects) {
+ copy.shader.version_free(copy.shader_version);
+ resolve.shader.version_free(resolve.shader_version);
+ specular_merge.shader.version_free(specular_merge.shader_version);
+ ssao.blur_shader.version_free(ssao.blur_shader_version);
+ ssao.gather_shader.version_free(ssao.gather_shader_version);
+ ssao.downsample_shader.version_free(ssao.downsample_shader_version);
+ ssao.interleave_shader.version_free(ssao.interleave_shader_version);
+ ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
+ roughness_limiter.shader.version_free(roughness_limiter.shader_version);
+ ssr.shader.version_free(ssr.shader_version);
+ ssr_filter.shader.version_free(ssr_filter.shader_version);
+ ssr_scale.shader.version_free(ssr_scale.shader_version);
+ sss.shader.version_free(sss.shader_version);
+
+ RD::get_singleton()->free(ssao.mirror_sampler);
+ RD::get_singleton()->free(ssao.gather_constants_buffer);
+ RD::get_singleton()->free(ssao.importance_map_load_counter);
+ }
copy_to_fb.shader.version_free(copy_to_fb.shader_version);
cube_to_dp.shader.version_free(cube_to_dp.shader_version);
- cubemap_downsampler.shader.version_free(cubemap_downsampler.shader_version);
- filter.shader.version_free(filter.shader_version);
- luminance_reduce.shader.version_free(luminance_reduce.shader_version);
- resolve.shader.version_free(resolve.shader_version);
- roughness.shader.version_free(roughness.shader_version);
- roughness_limiter.shader.version_free(roughness_limiter.shader_version);
sort.shader.version_free(sort.shader_version);
- specular_merge.shader.version_free(specular_merge.shader_version);
- ssao.blur_shader.version_free(ssao.blur_shader_version);
- ssao.gather_shader.version_free(ssao.gather_shader_version);
- ssao.downsample_shader.version_free(ssao.downsample_shader_version);
- ssao.interleave_shader.version_free(ssao.interleave_shader_version);
- ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
- ssr.shader.version_free(ssr.shader_version);
- ssr_filter.shader.version_free(ssr_filter.shader_version);
- ssr_scale.shader.version_free(ssr_scale.shader_version);
- sss.shader.version_free(sss.shader_version);
tonemap.shader.version_free(tonemap.shader_version);
}
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 8b31ffbbd0..c8d4cb7ad4 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -33,14 +33,20 @@
#include "core/math/camera_matrix.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/blur_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
@@ -60,6 +66,50 @@
#include "servers/rendering_server.h"
class EffectsRD {
+private:
+ bool prefer_raster_effects;
+
+ enum BlurRasterMode {
+ BLUR_MIPMAP,
+
+ BLUR_MODE_GAUSSIAN_BLUR,
+ BLUR_MODE_GAUSSIAN_GLOW,
+ BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
+ BLUR_MODE_COPY,
+
+ BLUR_MODE_MAX
+ };
+
+ enum {
+ BLUR_FLAG_HORIZONTAL = (1 << 0),
+ BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
+ BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
+ };
+
+ struct BlurRasterPushConstant {
+ float pixel_size[2];
+ uint32_t flags;
+ uint32_t pad;
+
+ //glow
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+ };
+
+ struct BlurRaster {
+ BlurRasterPushConstant push_constant;
+ BlurRasterShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[BLUR_MODE_MAX];
+ } blur_raster;
+
enum CopyMode {
COPY_MODE_GAUSSIAN_COPY,
COPY_MODE_GAUSSIAN_COPY_8BIT,
@@ -161,9 +211,11 @@ class EffectsRD {
struct CubemapRoughness {
CubemapRoughnessPushConstant push_constant;
- CubemapRoughnessShaderRD shader;
+ CubemapRoughnessShaderRD compute_shader;
+ CubemapRoughnessRasterShaderRD raster_shader;
RID shader_version;
- RID pipeline;
+ RID compute_pipeline;
+ PipelineCacheRD raster_pipeline;
} roughness;
enum TonemapMode {
@@ -171,39 +223,43 @@ class EffectsRD {
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
TONEMAP_MODE_1D_LUT,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
+ TONEMAP_MODE_SUBPASS,
+ TONEMAP_MODE_SUBPASS_1D_LUT,
TONEMAP_MODE_NORMAL_MULTIVIEW,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW,
TONEMAP_MODE_1D_LUT_MULTIVIEW,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW,
+ TONEMAP_MODE_SUBPASS_MULTIVIEW,
+ TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW,
TONEMAP_MODE_MAX
};
struct TonemapPushConstant {
- float bcs[3];
- uint32_t use_bcs;
+ float bcs[3]; // 12 - 12
+ uint32_t use_bcs; // 4 - 16
- uint32_t use_glow;
- uint32_t use_auto_exposure;
- uint32_t use_color_correction;
- uint32_t tonemapper;
+ uint32_t use_glow; // 4 - 20
+ uint32_t use_auto_exposure; // 4 - 24
+ uint32_t use_color_correction; // 4 - 28
+ uint32_t tonemapper; // 4 - 32
- uint32_t glow_texture_size[2];
- float glow_intensity;
- uint32_t pad3;
+ uint32_t glow_texture_size[2]; // 8 - 40
+ float glow_intensity; // 4 - 44
+ uint32_t pad3; // 4 - 48
- uint32_t glow_mode;
- float glow_levels[7];
+ uint32_t glow_mode; // 4 - 52
+ float glow_levels[7]; // 28 - 80
- float exposure;
- float white;
- float auto_exposure_grey;
- uint32_t pad2;
+ float exposure; // 4 - 84
+ float white; // 4 - 88
+ float auto_exposure_grey; // 4 - 92
+ uint32_t pad2; // 4 - 96
- float pixel_size[2];
- uint32_t use_fxaa;
- uint32_t use_debanding;
+ float pixel_size[2]; // 8 - 104
+ uint32_t use_fxaa; // 4 - 108
+ uint32_t use_debanding; // 4 - 112
};
/* tonemap actually writes to a framebuffer, which is
@@ -239,11 +295,33 @@ class EffectsRD {
RID pipelines[LUMINANCE_REDUCE_MAX];
} luminance_reduce;
+ enum LuminanceReduceRasterMode {
+ LUMINANCE_REDUCE_FRAGMENT_FIRST,
+ LUMINANCE_REDUCE_FRAGMENT,
+ LUMINANCE_REDUCE_FRAGMENT_FINAL,
+ LUMINANCE_REDUCE_FRAGMENT_MAX
+ };
+
+ struct LuminanceReduceRasterPushConstant {
+ int32_t source_size[2];
+ int32_t dest_size[2];
+ float exposure_adjust;
+ float min_luminance;
+ float max_luminance;
+ float pad[1];
+ };
+
+ struct LuminanceReduceFragment {
+ LuminanceReduceRasterPushConstant push_constant;
+ LuminanceReduceRasterShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
+ } luminance_reduce_raster;
+
struct CopyToDPPushConstant {
float z_far;
float z_near;
- uint32_t z_flip;
- uint32_t pad;
+ float texel_size[2];
float screen_rect[4];
};
@@ -281,7 +359,9 @@ class EffectsRD {
enum BokehMode {
BOKEH_GEN_BLUR_SIZE,
BOKEH_GEN_BOKEH_BOX,
+ BOKEH_GEN_BOKEH_BOX_NOWEIGHT,
BOKEH_GEN_BOKEH_HEXAGONAL,
+ BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
BOKEH_GEN_BOKEH_CIRCULAR,
BOKEH_COMPOSITE,
BOKEH_MAX
@@ -289,9 +369,11 @@ class EffectsRD {
struct Bokeh {
BokehPushConstant push_constant;
- BokehDofShaderRD shader;
+ BokehDofShaderRD compute_shader;
+ BokehDofRasterShaderRD raster_shader;
RID shader_version;
- RID pipelines[BOKEH_MAX];
+ RID compute_pipelines[BOKEH_MAX];
+ PipelineCacheRD raster_pipelines[BOKEH_MAX];
} bokeh;
enum SSAOMode {
@@ -426,15 +508,17 @@ class EffectsRD {
struct CubemapDownsamplerPushConstant {
uint32_t face_size;
- float pad[3];
+ uint32_t face_id;
+ float pad[2];
};
struct CubemapDownsampler {
CubemapDownsamplerPushConstant push_constant;
- CubemapDownsamplerShaderRD shader;
+ CubemapDownsamplerShaderRD compute_shader;
+ CubemapDownsamplerRasterShaderRD raster_shader;
RID shader_version;
- RID pipeline;
-
+ RID compute_pipeline;
+ PipelineCacheRD raster_pipeline;
} cubemap_downsampler;
enum CubemapFilterMode {
@@ -445,10 +529,19 @@ class EffectsRD {
FILTER_MODE_MAX,
};
+ struct CubemapFilterRasterPushConstant {
+ uint32_t mip_level;
+ uint32_t face_id;
+ float pad[2];
+ };
+
struct CubemapFilter {
- CubemapFilterShaderRD shader;
+ CubemapFilterShaderRD compute_shader;
+ CubemapFilterRasterShaderRD raster_shader;
RID shader_version;
- RID pipelines[FILTER_MODE_MAX];
+ RID compute_pipelines[FILTER_MODE_MAX];
+ PipelineCacheRD raster_pipelines[FILTER_MODE_MAX];
+
RID uniform_set;
RID image_uniform_set;
RID coefficient_buffer;
@@ -456,15 +549,6 @@ 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 +674,7 @@ class EffectsRD {
enum ResolveMode {
RESOLVE_MODE_GI,
RESOLVE_MODE_GI_VOXEL_GI,
+ RESOLVE_MODE_DEPTH,
RESOLVE_MODE_MAX
};
@@ -625,6 +710,7 @@ class EffectsRD {
RID index_array;
Map<RID, RID> texture_to_uniform_set_cache;
+ Map<RID, RID> input_to_uniform_set_cache;
Map<RID, RID> image_to_uniform_set_cache;
@@ -658,6 +744,7 @@ class EffectsRD {
Map<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
RID _get_uniform_set_from_image(RID p_texture);
+ RID _get_uniform_set_for_input(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler);
@@ -665,6 +752,8 @@ class EffectsRD {
RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
public:
+ bool get_prefer_raster_effects();
+
void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID());
void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
@@ -674,12 +763,36 @@ public:
void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
- void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
+ void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
+ void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
- void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip);
+ void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
+ void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
- void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+ void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
+
+ struct BokehBuffers {
+ // bokeh buffers
+
+ // textures
+ Size2i base_texture_size;
+ RID base_texture;
+ RID depth_texture;
+ RID secondary_texture;
+ RID half_texture[2];
+
+ // raster only
+ RID base_fb;
+ RID secondary_fb; // with weights
+ RID half_fb[2]; // with weights
+ RID base_weight_fb;
+ RID weight_texture[4];
+ };
+
+ void bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+ void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
struct TonemapSettings {
bool use_glow = false;
@@ -742,24 +855,27 @@ public:
};
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
+ void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
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_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, 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 cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level);
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);
- EffectsRD();
+ EffectsRD(bool p_prefer_raster_effects);
~EffectsRD();
};
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..611f7c6494 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -183,7 +183,7 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
}
}
-void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
+void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
clear();
ERR_FAIL_COND_MSG(p_view_count != 1, "Multiple views is currently not supported in this renderer, please use the mobile renderer for VR support");
@@ -318,11 +318,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
RID prev_pipeline_rd;
RID prev_xforms_uniform_set;
- bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);
+ bool shadow_pass = (p_pass_mode == PASS_MODE_SHADOW) || (p_pass_mode == PASS_MODE_SHADOW_DP);
SceneState::PushConstant push_constant;
- if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+ if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) {
push_constant.uv_offset = Math::make_half_float(p_params->uv_offset.y) << 16;
push_constant.uv_offset |= Math::make_half_float(p_params->uv_offset.x);
} else {
@@ -339,14 +339,26 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
SceneShaderForwardClustered::ShaderData *shader;
void *mesh_surface;
- if (shadow_pass || p_params->pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too
+ if (shadow_pass || p_pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too
material_uniform_set = surf->material_uniform_set_shadow;
shader = surf->shader_shadow;
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;
}
@@ -357,7 +369,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
//find cull variant
SceneShaderForwardClustered::ShaderData::CullVariant cull_variant;
- if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || p_params->pass_mode == PASS_MODE_SDF || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
+ if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL || p_pass_mode == PASS_MODE_SDF || ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
cull_variant = SceneShaderForwardClustered::ShaderData::CULL_VARIANT_DOUBLE_SIDED;
} else {
bool mirror = surf->owner->mirror;
@@ -372,14 +384,30 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
SceneShaderForwardClustered::ShaderVersion shader_version = SceneShaderForwardClustered::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
- switch (p_params->pass_mode) {
+ uint32_t pipeline_specialization = 0;
+
+ if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_SPECULAR) {
+ if (element_info.uses_softshadow) {
+ pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_SOFT_SHADOWS;
+ }
+ if (element_info.uses_projector) {
+ pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_PROJECTOR;
+ }
+
+ if (p_params->use_directional_soft_shadow) {
+ pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS;
+ }
+ }
+
+ switch (p_pass_mode) {
case PASS_MODE_COLOR:
case PASS_MODE_COLOR_TRANSPARENT: {
if (element_info.uses_lightmap) {
shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS;
- } else if (element_info.uses_forward_gi) {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
} else {
+ if (element_info.uses_forward_gi) {
+ pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_FORWARD_GI;
+ }
shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS;
}
} break;
@@ -440,7 +468,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
prev_index_array_rd = index_array_rd;
}
- RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
+ RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe, 0, pipeline_specialization);
if (pipeline_rd != prev_pipeline_rd) {
// checking with prev shader does not make so much sense, as
@@ -455,8 +483,8 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
}
if (material_uniform_set != prev_material_uniform_set) {
- //update uniform set
- if (material_uniform_set.is_valid()) {
+ // Update uniform set.
+ if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
}
@@ -561,11 +589,6 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
- scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
- scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
- scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
- scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
-
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
@@ -801,13 +824,16 @@ 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++) {
@@ -833,7 +859,7 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, u
bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid();
- if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2) {
+ if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && repeats < RenderElementInfo::MAX_REPEATS) {
//this element is the same as the previous one, count repeats to draw it using instancing
repeats++;
} else {
@@ -843,6 +869,9 @@ 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];
@@ -850,6 +879,8 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, u
element_info.lod_index = surface->sort.lod_index;
element_info.uses_forward_gi = surface->sort.uses_forward_gi;
element_info.uses_lightmap = surface->sort.uses_lightmap;
+ element_info.uses_softshadow = surface->sort.uses_softshadow;
+ element_info.uses_projector = surface->sort.uses_projector;
if (cant_repeat) {
prev_surface = nullptr;
@@ -869,6 +900,11 @@ 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 +939,9 @@ 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 +1047,41 @@ 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 +1163,7 @@ 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 +1273,8 @@ 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();
@@ -1324,7 +1388,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID());
bool finish_depth = using_ssao || using_sdfgi || using_voxelgi;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
_render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);
RD::get_singleton()->draw_command_end_label();
@@ -1340,10 +1404,9 @@ 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();
}
@@ -1382,7 +1445,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
_render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
if (will_continue_color && using_separate_specular) {
// close the specular framebuffer, as it's no longer used
@@ -1447,7 +1510,7 @@ 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) {
@@ -1470,6 +1533,16 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
}
+ if (scene_state.used_screen_texture) {
+ // Copy screen texture to backbuffer so we can read from it
+ _render_buffers_copy_screen_texture(p_render_data);
+ }
+
+ if (scene_state.used_depth_texture) {
+ // Copy depth texture to backbuffer so we can read from it
+ _render_buffers_copy_depth_texture(p_render_data);
+ }
+
RENDER_TIMESTAMP("Render Transparent Pass");
RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
@@ -1479,7 +1552,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
}
@@ -1492,6 +1565,14 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
RD::get_singleton()->draw_command_end_label();
+
+ if (p_render_data->render_buffers.is_valid()) {
+ _debug_draw_cluster(p_render_data->render_buffers);
+
+ RENDER_TIMESTAMP("Tonemap");
+
+ _render_buffers_post_process_and_tonemap(p_render_data);
+ }
}
void RenderForwardClustered::_render_shadow_begin() {
@@ -1503,7 +1584,7 @@ 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 +1599,7 @@ 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 +1617,7 @@ 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
@@ -1580,7 +1662,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
- RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -1621,7 +1703,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
{
//regular forward for now
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, true, rp_uniform_set);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, true, false, rp_uniform_set);
_render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
}
RD::get_singleton()->draw_command_end_label();
@@ -1656,7 +1738,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
RENDER_TIMESTAMP("Render Material");
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set);
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
@@ -1699,7 +1781,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p
RENDER_TIMESTAMP("Render Material");
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set, true);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, true);
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
@@ -1817,7 +1899,7 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
}
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set, false);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, false);
_render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
}
@@ -1873,13 +1955,67 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ RID sampler;
+ switch (decals_get_filter()) {
+ case RS::DECAL_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ RID sampler;
+ switch (light_projectors_get_filter()) {
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_omni_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 4;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_spot_light_buffer());
uniforms.push_back(u);
@@ -1887,35 +2023,35 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_reflection_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 9;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture();
u.ids.push_back(decal_atlas);
@@ -1923,7 +2059,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture_srgb();
u.ids.push_back(decal_atlas);
@@ -1931,7 +2067,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 11;
+ u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_decal_buffer());
uniforms.push_back(u);
@@ -1940,7 +2076,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 12;
+ u.binding = 14;
u.ids.push_back(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
@@ -1948,7 +2084,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 13;
+ u.binding = 15;
u.ids.push_back(sdfgi_get_ubo());
uniforms.push_back(u);
}
@@ -2093,7 +2229,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
+ RID texture = (dbt.is_valid()) ? dbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
uniforms.push_back(u);
}
@@ -2460,12 +2597,14 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
sdcache->sort.sort_key2 = 0;
sdcache->sort.surface_index = p_surface;
- sdcache->sort.material_id_low = p_material_id & 0x3FFF;
- sdcache->sort.material_id_hi = p_material_id >> 14;
+ sdcache->sort.material_id_low = p_material_id & 0xFFFF;
+ sdcache->sort.material_id_hi = p_material_id >> 16;
sdcache->sort.shader_id = p_shader_id;
sdcache->sort.geometry_id = p_mesh.get_local_index(); //only meshes can repeat anyway
sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
sdcache->sort.priority = p_material->priority;
+ sdcache->sort.uses_projector = ginstance->using_projectors;
+ sdcache->sort.uses_softshadow = ginstance->using_softshadows;
}
void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
@@ -2594,6 +2733,8 @@ 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 +2878,7 @@ 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;
@@ -2857,6 +2999,56 @@ void RenderForwardClustered::geometry_instance_pair_voxel_gi_instances(GeometryI
}
}
+void RenderForwardClustered::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->using_projectors = p_projector;
+ ginstance->using_softshadows = p_softshadow;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardClustered::_update_shader_quality_settings() {
+ Vector<RD::PipelineSpecializationConstant> spec_constants;
+
+ RD::PipelineSpecializationConstant sc;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
+
+ sc.constant_id = SPEC_CONSTANT_SOFT_SHADOW_SAMPLES;
+ sc.int_value = soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES;
+ sc.int_value = directional_soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = directional_penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = SPEC_CONSTANT_DECAL_FILTER;
+ sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PROJECTOR_FILTER;
+ sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ scene_shader.set_default_specialization_constants(spec_constants);
+
+ _base_uniforms_changed(); //also need this
+}
+
RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
RendererSceneRenderRD(p_storage) {
singleton = this;
@@ -2870,7 +3062,7 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
}
defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n";
- defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
+ defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
{
//lightmaps
@@ -2894,6 +3086,8 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
}
render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
+
+ _update_shader_quality_settings();
}
RenderForwardClustered::~RenderForwardClustered() {
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..676f633d33 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -51,6 +51,15 @@ class RenderForwardClustered : public RendererSceneRenderRD {
};
enum {
+ SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 6,
+ SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 7,
+ SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES = 8,
+ SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 9,
+ SPEC_CONSTANT_DECAL_FILTER = 10,
+ SPEC_CONSTANT_PROJECTOR_FILTER = 11,
+ };
+
+ enum {
SDFGI_MAX_CASCADES = 8,
MAX_VOXEL_GI_INSTANCESS = 8,
MAX_LIGHTMAPS = 8,
@@ -103,12 +112,12 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void ensure_specular();
void ensure_voxelgi();
void clear();
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
~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 +126,8 @@ 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);
@@ -156,8 +165,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
uint32_t barrier = RD::BARRIER_MASK_ALL;
+ bool use_directional_soft_shadow = false;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -172,6 +182,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
screen_lod_threshold = p_screen_lod_threshold;
element_offset = p_element_offset;
barrier = p_barrier;
+ use_directional_soft_shadow = p_use_directional_soft_shadows;
}
};
@@ -184,6 +195,7 @@ 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 +208,6 @@ 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 {
@@ -220,11 +231,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float penumbra_shadow_kernel[128];
float soft_shadow_kernel[128];
- uint32_t directional_penumbra_shadow_samples;
- uint32_t directional_soft_shadow_samples;
- uint32_t penumbra_shadow_samples;
- uint32_t soft_shadow_samples;
-
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
@@ -353,7 +359,10 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
struct RenderElementInfo {
- uint32_t repeat : 22;
+ enum { MAX_REPEATS = (1 << 20) - 1 };
+ uint32_t repeat : 20;
+ uint32_t uses_projector : 1;
+ uint32_t uses_softshadow : 1;
uint32_t uses_lightmap : 1;
uint32_t uses_forward_gi : 1;
uint32_t lod_index : 8;
@@ -371,7 +380,7 @@ 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;
@@ -402,12 +411,14 @@ class RenderForwardClustered : public RendererSceneRenderRD {
union {
struct {
uint64_t lod_index : 8;
- uint64_t surface_index : 10;
+ uint64_t surface_index : 8;
uint64_t geometry_id : 32;
- uint64_t material_id_low : 14;
+ uint64_t material_id_low : 16;
- uint64_t material_id_hi : 18;
+ uint64_t material_id_hi : 16;
uint64_t shader_id : 32;
+ uint64_t uses_softshadow : 1;
+ uint64_t uses_projector : 1;
uint64_t uses_forward_gi : 1;
uint64_t uses_lightmap : 1;
uint64_t depth_layer : 4;
@@ -455,6 +466,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint32_t trail_steps = 1;
RID mesh_instance;
bool can_sdfgi = false;
+ bool using_projectors = false;
+ bool using_softshadows = false;
//used during setup
uint32_t base_flags = 0;
Transform3D transform;
@@ -551,7 +564,7 @@ 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());
@@ -564,47 +577,51 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RenderList render_list[RENDER_LIST_MAX];
+ virtual void _update_shader_quality_settings() override;
+
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 void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override;
+
+ virtual bool free(RID p_rid) override;
RenderForwardClustered(RendererStorageRD *p_storage);
~RenderForwardClustered();
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..be18a73989 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
@@ -131,8 +131,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
-
- ERR_FAIL_COND(err != OK);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
if (version.is_null()) {
version = shader_singleton->shader.version_create();
@@ -287,7 +286,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
multisample_state.enable_alpha_to_one = true;
}
- if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
blend_state = blend_state_blend;
if (depth_draw == DEPTH_DRAW_OPAQUE) {
depth_stencil.enable_depth_write = false; //alpha does not draw depth
@@ -305,7 +304,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
continue; // do not use this version (will error if using it is attempted)
}
} else {
- if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
blend_state = blend_state_opaque;
} else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
//none, leave empty
@@ -320,13 +319,11 @@ 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;
}
}
RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
- pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
}
}
}
@@ -410,7 +407,8 @@ RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_s
return shader_singleton->shader.version_get_native_source_code(version);
}
-SceneShaderForwardClustered::ShaderData::ShaderData() {
+SceneShaderForwardClustered::ShaderData::ShaderData() :
+ shader_list_element(this) {
valid = false;
uses_screen_texture = false;
}
@@ -426,6 +424,7 @@ SceneShaderForwardClustered::ShaderData::~ShaderData() {
RendererStorageRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
+ singleton->shader_list.add(&shader_data->shader_list_element);
return shader_data;
}
@@ -437,94 +436,14 @@ 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 +465,9 @@ 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);
}
@@ -567,7 +484,6 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n"); // SHADER_VERSION_DEPTH_PASS_WITH_SDF
shader_versions.push_back(""); // SHADER_VERSION_COLOR_PASS
- shader_versions.push_back("\n#define USE_FORWARD_GI\n"); // SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI
shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n"); // SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR
shader_versions.push_back("\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS
shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR
@@ -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";
@@ -767,7 +682,19 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
//default material and shader
default_shader = storage->shader_allocate();
storage->shader_initialize(default_shader);
- storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
+ storage->shader_set_code(default_shader, R"(
+shader_type spatial;
+
+void vertex() {
+ ROUGHNESS = 0.8;
+}
+
+void fragment() {
+ ALBEDO = vec3(0.6);
+ ROUGHNESS = 0.8;
+ METALLIC = 0.2;
+}
+)");
default_material = storage->material_allocate();
storage->material_initialize(default_material);
storage->material_set_shader(default_material, default_shader);
@@ -775,22 +702,32 @@ 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, R"(
+shader_type spatial;
+
+render_mode blend_add, unshaded;
+
+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;
}
{
@@ -813,3 +750,16 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
}
+
+void SceneShaderForwardClustered::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) {
+ default_specialization_constants = p_constants;
+ for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) {
+ for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) {
+ for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
+ E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
+ }
+ }
+ }
+ }
+}
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..8d75f30a20 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
@@ -52,7 +52,6 @@ public:
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
SHADER_VERSION_DEPTH_PASS_WITH_SDF,
SHADER_VERSION_COLOR_PASS,
- SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI,
SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
SHADER_VERSION_LIGHTMAP_COLOR_PASS,
SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
@@ -60,6 +59,13 @@ public:
SHADER_VERSION_MAX
};
+ enum ShaderSpecializations {
+ SHADER_SPECIALIZATION_FORWARD_GI = 1 << 0,
+ SHADER_SPECIALIZATION_PROJECTOR = 1 << 1,
+ SHADER_SPECIALIZATION_SOFT_SHADOWS = 1 << 2,
+ SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS = 1 << 3,
+ };
+
struct ShaderData : public RendererStorageRD::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
@@ -154,10 +160,13 @@ public:
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+ SelfList<ShaderData> shader_list_element;
ShaderData();
virtual ~ShaderData();
};
+ SelfList<ShaderData>::List shader_list;
+
RendererStorageRD::ShaderData *_create_shader_func();
static RendererStorageRD::ShaderData *_create_shader_funcs() {
return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func();
@@ -166,17 +175,14 @@ 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 +198,6 @@ 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;
@@ -202,10 +206,18 @@ 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;
+
+ Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
SceneShaderForwardClustered();
~SceneShaderForwardClustered();
void init(RendererStorageRD *p_storage, const String p_defines);
+ void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
};
} // namespace RendererSceneRenderImplementation
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..2064d9c5c5 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -35,6 +35,34 @@
using namespace RendererSceneRenderImplementation;
+RenderForwardMobile::ForwardID RenderForwardMobile::_allocate_forward_id(ForwardIDType p_type) {
+ int32_t index = -1;
+ for (uint32_t i = 0; i < forward_id_allocators[p_type].allocations.size(); i++) {
+ if (forward_id_allocators[p_type].allocations[i] == false) {
+ index = i;
+ break;
+ }
+ }
+
+ if (index == -1) {
+ index = forward_id_allocators[p_type].allocations.size();
+ forward_id_allocators[p_type].allocations.push_back(true);
+ forward_id_allocators[p_type].map.push_back(0xFF);
+ } else {
+ forward_id_allocators[p_type].allocations[index] = true;
+ }
+
+ return index;
+}
+void RenderForwardMobile::_free_forward_id(ForwardIDType p_type, ForwardID p_id) {
+ ERR_FAIL_INDEX(p_id, (ForwardID)forward_id_allocators[p_type].allocations.size());
+ forward_id_allocators[p_type].allocations[p_id] = false;
+}
+
+void RenderForwardMobile::_map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {
+ forward_id_allocators[p_type].map[p_id] = p_index;
+}
+
/* Render buffer */
void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
@@ -50,12 +78,16 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
color = RID();
depth = RID();
- color_fb = RID();
+ for (int i = 0; i < FB_CONFIG_MAX; i++) {
+ color_fbs[i] = RID();
+ }
}
-void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
+void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
clear();
+ bool is_half_resolution = false; // Set this once we support this feature.
+
msaa = p_msaa;
width = p_width;
@@ -65,22 +97,57 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
color = p_color_buffer;
depth = p_depth_buffer;
- // re-introduce setting up msaa? For now we ignore this...
+ // We are creating 4 configurations here for our framebuffers.
if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
Vector<RID> fb;
- fb.push_back(p_color_buffer);
- fb.push_back(depth);
+ fb.push_back(p_color_buffer); // 0 - color buffer
+ fb.push_back(depth); // 1 - depth buffer
+
+ // Now define our subpasses
+ Vector<RD::FramebufferPass> passes;
+ RD::FramebufferPass pass;
- color_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
+ // re-using the same attachments
+ pass.color_attachments.push_back(0);
+ pass.depth_attachment = 1;
+
+ // - opaque pass
+ passes.push_back(pass);
+ color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+
+ // - add sky pass
+ passes.push_back(pass);
+ color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+
+ // - add alpha pass
+ passes.push_back(pass);
+ color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+
+ if (!is_half_resolution) {
+ // - add blit to 2D pass
+ fb.push_back(p_target_buffer); // 2 - target buffer
+
+ RD::FramebufferPass blit_pass;
+ blit_pass.color_attachments.push_back(2);
+ blit_pass.input_attachments.push_back(0);
+ passes.push_back(blit_pass);
+
+ color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+ } else {
+ // can't do our blit pass if resolutions don't match
+ color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RID();
+ }
} else {
+ RD::DataFormat color_format = RenderForwardMobile::singleton->_render_buffers_get_color_format();
+
RD::TextureFormat tf;
if (view_count > 1) {
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
} else {
tf.texture_type = RD::TEXTURE_TYPE_2D;
}
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.format = color_format;
tf.width = p_width;
tf.height = p_height;
tf.array_layers = view_count; // create a layer for every view
@@ -106,14 +173,87 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
{
Vector<RID> fb;
- fb.push_back(color_msaa);
- fb.push_back(depth_msaa);
+ fb.push_back(color_msaa); // 0 - msaa color buffer
+ fb.push_back(depth_msaa); // 1 - msaa depth buffer
+
+ // Now define our subpasses
+ Vector<RD::FramebufferPass> passes;
+ RD::FramebufferPass pass;
+
+ // re-using the same attachments
+ pass.color_attachments.push_back(0);
+ pass.depth_attachment = 1;
+
+ // - opaque pass
+ passes.push_back(pass);
+
+ // - add sky pass
+ fb.push_back(color); // 2 - color buffer
+ passes.push_back(pass); // without resolve for our 3 + 4 subpass config
+ {
+ // but with resolve for our 2 subpass config
+ Vector<RD::FramebufferPass> two_passes;
+ two_passes.push_back(pass); // opaque subpass without resolve
+ pass.resolve_attachments.push_back(2);
+ two_passes.push_back(pass); // sky subpass with resolve
+
+ color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, two_passes, RenderingDevice::INVALID_ID, view_count);
+ }
+
+ // - add alpha pass (with resolve, we just added that above)
+ passes.push_back(pass);
+ color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+
+ {
+ // we also need our one pass with resolve
+ Vector<RD::FramebufferPass> one_pass_with_resolve;
+ one_pass_with_resolve.push_back(pass); // note our pass configuration already has resolve..
+ color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, one_pass_with_resolve, RenderingDevice::INVALID_ID, view_count);
+ }
+
+ if (!is_half_resolution) {
+ // - add blit to 2D pass
+ fb.push_back(p_target_buffer); // 3 - target buffer
+ RD::FramebufferPass blit_pass;
+ blit_pass.color_attachments.push_back(3);
+ blit_pass.input_attachments.push_back(2);
+ passes.push_back(blit_pass);
- color_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count);
+ color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+ } else {
+ // can't do our blit pass if resolutions don't match
+ color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RID();
+ }
}
}
}
+RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
+ // Our attachments
+ Vector<RID> fb;
+ fb.push_back(p_color); // 0
+ fb.push_back(p_depth); // 1
+
+ // Now define our subpasses
+ Vector<RD::FramebufferPass> passes;
+ RD::FramebufferPass pass;
+
+ // re-using the same attachments
+ pass.color_attachments.push_back(0);
+ pass.depth_attachment = 1;
+
+ // - opaque pass
+ passes.push_back(pass);
+
+ // - sky pass
+ passes.push_back(pass);
+
+ // - alpha pass
+ passes.push_back(pass);
+
+ return RD::get_singleton()->framebuffer_create_multipass(fb, passes);
+}
+
RenderForwardMobile::RenderBufferDataForwardMobile::~RenderBufferDataForwardMobile() {
clear();
}
@@ -131,6 +271,17 @@ bool RenderForwardMobile::free(RID p_rid) {
/* Render functions */
+RD::DataFormat RenderForwardMobile::_render_buffers_get_color_format() {
+ // Using 32bit buffers enables AFBC on mobile devices which should have a definite performance improvement (MALI G710 and newer support this on 64bit RTs)
+ return RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
+}
+
+bool RenderForwardMobile::_render_buffers_can_be_storage() {
+ // Using 32bit buffers enables AFBC on mobile devices which should have a definite performance improvement (MALI G710 and newer support this on 64bit RTs)
+ // Doesn't support storage
+ return false;
+}
+
RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) {
//there should always be enough uniform buffers for render passes, otherwise bugs
ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
@@ -263,7 +414,8 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
RD::Uniform u;
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
+ RID texture = (dbt.is_valid()) ? dbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
uniforms.push_back(u);
}
@@ -326,29 +478,70 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
scene_state.ubo.viewport_size[1] = vp_he.y;
scene_state.ubo.directional_light_count = 0;
+ // We can only use our full subpass approach if we're:
+ // - not reading from SCREEN_TEXTURE/DEPTH_TEXTURE
+ // - not using ssr/sss (currently not supported)
+ // - not using glow or other post effects (can't do 4th subpass)
+ // - rendering to a half sized render buffer (can't do 4th subpass)
+ // We'll need to restrict how far we're going with subpasses based on this.
+
Size2i screen_size;
- RID opaque_framebuffer;
- RID alpha_framebuffer;
+ RID framebuffer;
bool reverse_cull = false;
+ bool using_subpass_transparent = true;
+ bool using_subpass_post_process = true;
+
+ bool is_half_resolution = false; // Set this once we support this feature.
+ bool using_ssr = false; // I don't think we support this in our mobile renderer so probably should phase it out
+ bool using_sss = false; // I don't think we support this in our mobile renderer so probably should phase it out
- // I don't think we support either of these in our mobile renderer so probably should phase them out
- bool using_ssr = false;
- bool using_sss = false;
+ // fill our render lists early so we can find out if we use various features
+ _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_reverse_depth_and_priority();
+ _fill_element_info(RENDER_LIST_OPAQUE);
+ _fill_element_info(RENDER_LIST_ALPHA);
+
+ 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;
screen_size.y = render_buffer->height;
- opaque_framebuffer = render_buffer->color_fb;
- alpha_framebuffer = opaque_framebuffer;
+ if (is_half_resolution) {
+ // can't do blit subpass
+ using_subpass_post_process = false;
+ } else if (env && (env->glow_enabled || env->auto_exposure || camera_effects_uses_dof(p_render_data->camera_effects))) {
+ // can't do blit subpass
+ using_subpass_post_process = false;
+ }
+
+ if (using_ssr || using_sss || scene_state.used_screen_texture || scene_state.used_depth_texture) {
+ // can't use our last two subpasses
+ using_subpass_transparent = false;
+ using_subpass_post_process = false;
+ }
+
+ if (using_subpass_post_process) {
+ // all as subpasses
+ framebuffer = render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES];
+ } else if (using_subpass_transparent) {
+ // our tonemap pass is separate
+ framebuffer = render_buffer->color_fbs[FB_CONFIG_THREE_SUBPASSES];
+ } else {
+ // only opaque and sky as subpasses
+ framebuffer = render_buffer->color_fbs[FB_CONFIG_TWO_SUBPASSES];
+ }
} else if (p_render_data->reflection_probe.is_valid()) {
uint32_t resolution = reflection_probe_instance_get_resolution(p_render_data->reflection_probe);
screen_size.x = resolution;
screen_size.y = resolution;
- opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
- alpha_framebuffer = opaque_framebuffer;
+ framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
p_render_data->environment = RID(); //no environment on interiors
@@ -356,6 +549,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
reverse_cull = true;
+ using_subpass_transparent = true; // we ignore our screen/depth texture here
+ using_subpass_post_process = false; // not applicable at all for reflection probes.
} else {
ERR_FAIL(); //bug?
}
@@ -367,17 +562,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
- _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();
-
- // we no longer use this...
- _fill_instance_data(RENDER_LIST_OPAQUE);
- _fill_instance_data(RENDER_LIST_ALPHA);
-
- RD::get_singleton()->draw_command_end_label();
-
- // note, no depth prepass here!
+ RD::get_singleton()->draw_command_end_label(); // Render Setup
// setup environment
RID radiance_texture;
@@ -452,97 +637,228 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// do not try to draw sky if invalid
draw_sky = false;
}
- RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_command_end_label(); // Setup Sky
}
} else {
clear_color = p_default_bg_color;
}
- // opaque pass
+ // update sky buffers (if required)
+ if (draw_sky || draw_sky_fog_only) {
+ // !BAS! @TODO See if we can limit doing some things double and maybe even move this into _pre_opaque_render
+ // and change Forward Clustered in the same way as we have here (but without using subpasses)
+ RENDER_TIMESTAMP("Setup Sky resolution buffers");
- // !BAS! Look into this, seems most of the code in here related to clustered only, may want to move this code into ForwardClustered/RenderForwardMobile before calling it from here
- // does trigger shadow map rendering so kinda important
- _pre_opaque_render(p_render_data, false, false, RID(), RID());
+ RD::get_singleton()->draw_command_begin_label("Setup Sky resolution buffers");
- RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
+ if (p_render_data->reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ CameraMatrix projection = correction * p_render_data->cam_projection;
+ sky.update_res_buffers(env, 1, &projection, p_render_data->cam_transform, time);
+ } else {
+ sky.update_res_buffers(env, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ }
- scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
+ RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
+ }
- _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid());
+ _pre_opaque_render(p_render_data, false, false, RID(), RID());
- RENDER_TIMESTAMP("Render Opaque Pass");
+ uint32_t spec_constant_base_flags = 0;
- RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
+ {
+ //figure out spec constants
- bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
- bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
+ if (p_render_data->directional_light_count > 0) {
+ if (p_render_data->directional_light_soft_shadows) {
+ spec_constant_base_flags |= 1 << SPEC_CONSTANT_USING_DIRECTIONAL_SOFT_SHADOWS;
+ }
+ } else {
+ spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
+ }
+ if (!is_environment(p_render_data->environment) || environment_is_fog_enabled(p_render_data->environment)) {
+ spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
+ }
+ }
{
- bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
- bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
+ if (render_buffer) {
+ RD::get_singleton()->draw_command_begin_label("Render 3D Pass");
+ } else {
+ RD::get_singleton()->draw_command_begin_label("Render Reflection Probe Pass");
+ }
- // regular forward for now
- Vector<Color> c;
- c.push_back(clear_color.to_linear());
+ // opaque pass
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
- _render_list_with_threads(&render_list_params, opaque_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
- }
+ RD::get_singleton()->draw_command_begin_label("Render Opaque Subpass");
- RD::get_singleton()->draw_command_end_label();
+ scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
- if (draw_sky || draw_sky_fog_only) {
- RENDER_TIMESTAMP("Render Sky");
+ _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid());
- RD::get_singleton()->draw_command_begin_label("Draw Sky");
+ if (using_subpass_transparent && using_subpass_post_process) {
+ RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap");
+ } else if (using_subpass_transparent) {
+ RENDER_TIMESTAMP("Render Opaque + Transparent");
+ } else {
+ RENDER_TIMESTAMP("Render Opaque");
+ }
- if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
- correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_render_data->cam_projection;
- sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, 1, &projection, p_render_data->cam_transform, time);
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
+
+ bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture && !using_ssr && !using_sss;
+ bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture && !using_ssr && !using_sss;
+
+ {
+ // regular forward for now
+ Vector<Color> c;
+ c.push_back(clear_color.to_linear()); // our render buffer
+ if (render_buffer) {
+ if (render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ c.push_back(clear_color.to_linear()); // our resolve buffer
+ }
+ if (using_subpass_post_process) {
+ c.push_back(Color()); // our 2D buffer we're copying into
+ }
+ }
+
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ render_list_params.framebuffer_format = fb_format;
+ if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
+ // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ _render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label(); //Render Opaque Subpass
+
+ if (draw_sky || draw_sky_fog_only) {
+ RD::get_singleton()->draw_command_begin_label("Draw Sky Subpass");
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
+
+ if (p_render_data->reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ CameraMatrix projection = correction * p_render_data->cam_projection;
+ sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time);
+ } else {
+ sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
+
+ // note, if MSAA is used in 2-subpass approach we should get an automatic resolve here
} else {
- sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ // switch to subpass but we do nothing here so basically we skip (though this should trigger resolve with 2-subpass MSAA).
+ RD::get_singleton()->draw_list_switch_to_next_pass();
}
- RD::get_singleton()->draw_command_end_label();
- }
- if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
- /*
- if (using_separate_specular) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
+ if (!using_subpass_transparent) {
+ // We're done with our subpasses so end our container pass
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+
+ RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
}
- */
- }
- 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);
- }
+ if (scene_state.used_screen_texture) {
+ // Copy screen texture to backbuffer so we can read from it
+ _render_buffers_copy_screen_texture(p_render_data);
+ }
+
+ if (scene_state.used_depth_texture) {
+ // Copy depth texture to backbuffer so we can read from it
+ _render_buffers_copy_depth_texture(p_render_data);
+ }
- // transparent pass
- RENDER_TIMESTAMP("Render Transparent Pass");
+ // transparent pass
- RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
+ RD::get_singleton()->draw_command_begin_label("Render Transparent Subpass");
- rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
+ rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
- _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
+ if (using_subpass_transparent) {
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ render_list_params.framebuffer_format = fb_format;
+ if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
+ // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_switch_to_next_pass_split(thread_draw_lists.size(), thread_draw_lists.ptr());
+ render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
+ render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
+ _render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
+ }
- {
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
- _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_command_end_label(); // Render Transparent Subpass
+
+ // note if we are using MSAA we should get an automatic resolve through our subpass configuration.
+
+ // blit to tonemap
+ if (render_buffer && using_subpass_post_process) {
+ _post_process_subpass(render_buffer->color, framebuffer, p_render_data);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
+
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ } else {
+ RENDER_TIMESTAMP("Render Transparent");
+
+ framebuffer = render_buffer->color_fbs[FB_CONFIG_ONE_PASS];
+
+ // this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation
+ // _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
+
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ render_list_params.framebuffer_format = fb_format;
+ if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
+ // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ _render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Render Transparent Subpass
+ }
}
- RD::get_singleton()->draw_command_end_label();
+ if (render_buffer && !using_subpass_post_process) {
+ RD::get_singleton()->draw_command_begin_label("Post process pass");
+
+ // If we need extra effects we do this in its own pass
+ RENDER_TIMESTAMP("Tonemap");
- RD::get_singleton()->draw_command_begin_label("Resolve");
+ _render_buffers_post_process_and_tonemap(p_render_data);
- if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ RD::get_singleton()->draw_command_end_label(); // Post process pass
}
- RD::get_singleton()->draw_command_end_label();
+ if (render_buffer) {
+ _disable_clear_request(p_render_data);
+ }
}
/* these are being called from RendererSceneRenderRD::_pre_opaque_render */
@@ -555,11 +871,15 @@ 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 +887,7 @@ 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;
@@ -586,7 +907,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode, 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_element_info(RENDER_LIST_SECONDARY, render_list_from, render_list_size);
{
//regular forward for now
@@ -631,7 +952,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
- RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -664,14 +985,14 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
- _fill_instance_data(RENDER_LIST_SECONDARY);
+ _fill_element_info(RENDER_LIST_SECONDARY);
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
RENDER_TIMESTAMP("Render Material");
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, 0);
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
@@ -705,14 +1026,14 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
- _fill_instance_data(RENDER_LIST_SECONDARY);
+ _fill_element_info(RENDER_LIST_SECONDARY);
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
RENDER_TIMESTAMP("Render Material");
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true, 0);
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
@@ -778,7 +1099,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
- _fill_instance_data(RENDER_LIST_SECONDARY);
+ _fill_element_info(RENDER_LIST_SECONDARY);
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
@@ -786,7 +1107,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const
{
//regular forward for now
- RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, rp_uniform_set);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, rp_uniform_set, 0);
_render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
}
RD::get_singleton()->draw_command_end_label();
@@ -843,13 +1164,67 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ RID sampler;
+ switch (decals_get_filter()) {
+ case RS::DECAL_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ RID sampler;
+ switch (light_projectors_get_filter()) {
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_omni_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 4;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_spot_light_buffer());
uniforms.push_back(u);
@@ -857,35 +1232,35 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_reflection_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 9;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture();
u.ids.push_back(decal_atlas);
@@ -893,7 +1268,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture_srgb();
u.ids.push_back(decal_atlas);
@@ -901,7 +1276,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 11;
+ u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_decal_buffer());
uniforms.push_back(u);
@@ -910,7 +1285,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 12;
+ u.binding = 14;
u.ids.push_back(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
@@ -927,6 +1302,12 @@ 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 +1344,10 @@ 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 +1417,42 @@ 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) {
@@ -1116,11 +1522,6 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
- scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
- scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
- scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
- scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
-
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
@@ -1284,9 +1685,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
}
-void RenderForwardMobile::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
- // !BAS! Rename this to make clear this is not the same as with the forward renderer and remove p_update_buffer?
-
+void RenderForwardMobile::_fill_element_info(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements) {
RenderList *rl = &render_list[p_render_list];
uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size();
@@ -1351,6 +1750,57 @@ void RenderForwardMobile::_render_list_with_threads(RenderListParameters *p_para
}
}
+void RenderForwardMobile::_fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance) {
+ // first zero out our indices
+
+ p_push_constant->omni_lights[0] = 0xFFFF;
+ p_push_constant->omni_lights[1] = 0xFFFF;
+
+ p_push_constant->spot_lights[0] = 0xFFFF;
+ p_push_constant->spot_lights[1] = 0xFFFF;
+
+ p_push_constant->decals[0] = 0xFFFF;
+ p_push_constant->decals[1] = 0xFFFF;
+
+ p_push_constant->reflection_probes[0] = 0xFFFF;
+ p_push_constant->reflection_probes[1] = 0xFFFF;
+
+ if (p_instance->omni_light_count == 0) {
+ spec_constants |= 1 << SPEC_CONSTANT_DISABLE_OMNI_LIGHTS;
+ }
+ if (p_instance->spot_light_count == 0) {
+ spec_constants |= 1 << SPEC_CONSTANT_DISABLE_SPOT_LIGHTS;
+ }
+ if (p_instance->reflection_probe_count == 0) {
+ spec_constants |= 1 << SPEC_CONSTANT_DISABLE_REFLECTION_PROBES;
+ }
+ if (p_instance->decals_count == 0) {
+ spec_constants |= 1 << SPEC_CONSTANT_DISABLE_DECALS;
+ }
+
+ for (uint32_t i = 0; i < MAX_RDL_CULL; i++) {
+ uint32_t ofs = i < 4 ? 0 : 1;
+ uint32_t shift = (i & 0x3) << 3;
+ uint32_t mask = ~(0xFF << shift);
+ if (i < p_instance->omni_light_count) {
+ p_push_constant->omni_lights[ofs] &= mask;
+ p_push_constant->omni_lights[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_OMNI_LIGHT].map[p_instance->omni_lights[i]]) << shift;
+ }
+ if (i < p_instance->spot_light_count) {
+ p_push_constant->spot_lights[ofs] &= mask;
+ p_push_constant->spot_lights[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_SPOT_LIGHT].map[p_instance->spot_lights[i]]) << shift;
+ }
+ if (i < p_instance->decals_count) {
+ p_push_constant->decals[ofs] &= mask;
+ p_push_constant->decals[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_DECAL].map[p_instance->decals[i]]) << shift;
+ }
+ if (i < p_instance->reflection_probe_count) {
+ p_push_constant->reflection_probes[ofs] &= mask;
+ p_push_constant->reflection_probes[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_REFLECTION_PROBE].map[p_instance->reflection_probes[i]]) << shift;
+ }
+ }
+}
+
template <RenderForwardMobile::PassMode p_pass_mode>
void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
RD::DrawListID draw_list = p_draw_list;
@@ -1375,6 +1825,8 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
const RenderElementInfo &element_info = p_params->element_info[i];
const GeometryInstanceForwardMobile *inst = surf->owner;
+ uint32_t base_spec_constants = p_params->spec_constant_base_flags;
+
// GeometryInstanceForwardMobile::PushConstant push_constant = inst->push_constant;
GeometryInstanceForwardMobile::PushConstant push_constant;
@@ -1400,8 +1852,6 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
push_constant.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
};
- _fill_instance_indices(inst->omni_lights, inst->omni_light_count, push_constant.omni_lights, inst->spot_lights, inst->spot_light_count, push_constant.spot_lights, inst->reflection_probes, inst->reflection_probe_count, push_constant.reflection_probes, inst->decals, inst->decals_count, push_constant.decals, push_constant.layer_mask);
-
RID material_uniform_set;
SceneShaderForwardMobile::ShaderData *shader;
void *mesh_surface;
@@ -1412,8 +1862,28 @@ 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;
+ if (inst->use_projector) {
+ base_spec_constants |= 1 << SPEC_CONSTANT_USING_PROJECTOR;
+ }
+ if (inst->use_soft_shadow) {
+ base_spec_constants |= 1 << SPEC_CONSTANT_USING_SOFT_SHADOWS;
+ }
+ _fill_push_constant_instance_indices(&push_constant, base_spec_constants, inst);
+
+#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;
}
@@ -1490,7 +1960,7 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
prev_index_array_rd = index_array_rd;
}
- RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
+ RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe, p_params->subpass, base_spec_constants);
if (pipeline_rd != prev_pipeline_rd) {
// checking with prev shader does not make so much sense, as
@@ -1505,8 +1975,8 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
}
if (material_uniform_set != prev_material_uniform_set) {
- //update uniform set
- if (material_uniform_set.is_valid()) {
+ // Update uniform set.
+ if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
}
@@ -1708,13 +2178,13 @@ void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstanc
switch (type) {
case RS::LIGHT_OMNI: {
if (ginstance->omni_light_count < (uint32_t)MAX_RDL_CULL) {
- ginstance->omni_lights[ginstance->omni_light_count] = p_light_instances[i];
+ ginstance->omni_lights[ginstance->omni_light_count] = light_instance_get_forward_id(p_light_instances[i]);
ginstance->omni_light_count++;
}
} break;
case RS::LIGHT_SPOT: {
if (ginstance->spot_light_count < (uint32_t)MAX_RDL_CULL) {
- ginstance->spot_lights[ginstance->spot_light_count] = p_light_instances[i];
+ ginstance->spot_lights[ginstance->spot_light_count] = light_instance_get_forward_id(p_light_instances[i]);
ginstance->spot_light_count++;
}
} break;
@@ -1730,7 +2200,7 @@ void RenderForwardMobile::geometry_instance_pair_reflection_probe_instances(Geom
ginstance->reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL;
for (uint32_t i = 0; i < ginstance->reflection_probe_count; i++) {
- ginstance->reflection_probes[i] = p_reflection_probe_instances[i];
+ ginstance->reflection_probes[i] = reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]);
}
}
@@ -1740,7 +2210,7 @@ void RenderForwardMobile::geometry_instance_pair_decal_instances(GeometryInstanc
ginstance->decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL;
for (uint32_t i = 0; i < ginstance->decals_count; i++) {
- ginstance->decals[i] = p_decal_instances[i];
+ ginstance->decals[i] = decal_instance_get_forward_id(p_decal_instances[i]);
}
}
@@ -1748,6 +2218,14 @@ void RenderForwardMobile::geometry_instance_pair_voxel_gi_instances(GeometryInst
// We do not have this here!
}
+void RenderForwardMobile::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->use_projector = p_projector;
+ ginstance->use_soft_shadow = p_softshadow;
+}
+
void RenderForwardMobile::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
if (ginstance->dirty_list_element.in_list()) {
@@ -1995,6 +2473,7 @@ 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;
@@ -2096,10 +2575,54 @@ uint32_t RenderForwardMobile::get_max_elements() const {
RenderForwardMobile *RenderForwardMobile::singleton = nullptr;
+void RenderForwardMobile::_update_shader_quality_settings() {
+ Vector<RD::PipelineSpecializationConstant> spec_constants;
+
+ RD::PipelineSpecializationConstant sc;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
+
+ sc.constant_id = SPEC_CONSTANT_SOFT_SHADOW_SAMPLES;
+ sc.int_value = soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES;
+ sc.int_value = directional_soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = directional_penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = SPEC_CONSTANT_DECAL_USE_MIPMAPS;
+ sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PROJECTOR_USE_MIPMAPS;
+ sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ scene_shader.set_default_specialization_constants(spec_constants);
+
+ _base_uniforms_changed(); //also need this
+}
+
RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
RendererSceneRenderRD(p_storage) {
singleton = this;
+ sky.set_texture_format(_render_buffers_get_color_format());
+
String defines;
defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
@@ -2107,7 +2630,7 @@ RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
}
// defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n";
- defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
+ defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
{
//lightmaps
@@ -2131,6 +2654,8 @@ RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
// !BAS! maybe we need a mobile version of this setting?
render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
+
+ _update_shader_quality_settings();
}
RenderForwardMobile::~RenderForwardMobile() {
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..764d8e80df 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -42,6 +42,18 @@ namespace RendererSceneRenderImplementation {
class RenderForwardMobile : public RendererSceneRenderRD {
friend SceneShaderForwardMobile;
+ struct ForwardIDAllocator {
+ LocalVector<bool> allocations;
+ LocalVector<uint8_t> map;
+ };
+
+ ForwardIDAllocator forward_id_allocators[FORWARD_ID_MAX];
+
+ virtual ForwardID _allocate_forward_id(ForwardIDType p_type) override;
+ virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) override;
+ virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) override;
+ virtual bool _uses_forward_ids() const override { return true; }
+
protected:
/* Scene Shader */
@@ -53,6 +65,30 @@ protected:
};
enum {
+
+ SPEC_CONSTANT_USING_PROJECTOR = 0,
+ SPEC_CONSTANT_USING_SOFT_SHADOWS = 1,
+ SPEC_CONSTANT_USING_DIRECTIONAL_SOFT_SHADOWS = 2,
+
+ SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 3,
+ SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 4,
+ SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES = 5,
+ SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 6,
+
+ SPEC_CONSTANT_DECAL_USE_MIPMAPS = 7,
+ SPEC_CONSTANT_PROJECTOR_USE_MIPMAPS = 8,
+
+ SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 9,
+ SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 10,
+ SPEC_CONSTANT_DISABLE_REFLECTION_PROBES = 11,
+ SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS = 12,
+
+ SPEC_CONSTANT_DISABLE_DECALS = 13,
+ SPEC_CONSTANT_DISABLE_FOG = 14,
+
+ };
+
+ enum {
MAX_LIGHTMAPS = 8,
MAX_RDL_CULL = 8, // maximum number of reflection probes, decals or lights we can cull per geometry instance
INSTANCE_DATA_BUFFER_MIN_SIZE = 4096
@@ -71,6 +107,18 @@ protected:
/* Render Buffer */
+ // We can have:
+ // - 4 subpasses combining the full render cycle
+ // - 3 subpasses + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer)
+ // - 2 subpasses + 1 normal pass for transparent + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer)
+ enum RenderBufferMobileFramebufferConfigType {
+ FB_CONFIG_ONE_PASS, // Single pass frame buffer for alpha pass
+ FB_CONFIG_TWO_SUBPASSES, // Opaque + Sky sub pass
+ FB_CONFIG_THREE_SUBPASSES, // Opaque + Sky + Alpha sub pass
+ FB_CONFIG_FOUR_SUBPASSES, // Opaque + Sky + Alpha sub pass + Tonemap pass
+ FB_CONFIG_MAX
+ };
+
struct RenderBufferDataForwardMobile : public RenderBufferData {
RID color;
RID depth;
@@ -83,17 +131,17 @@ protected:
RID depth_msaa;
// RID normal_roughness_buffer_msaa;
- RID color_fb;
+ RID color_fbs[FB_CONFIG_MAX];
int width, height;
uint32_t view_count;
void clear();
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
~RenderBufferDataForwardMobile();
};
- virtual RenderBufferData *_create_render_buffer_data();
+ virtual RenderBufferData *_create_render_buffer_data() override;
/* Rendering */
@@ -126,13 +174,15 @@ protected:
bool force_wireframe = false;
Vector2 uv_offset;
Plane lod_plane;
+ uint32_t spec_constant_base_flags = 0;
float lod_distance_multiplier = 0.0;
float screen_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
uint32_t barrier = RD::BARRIER_MASK_ALL;
+ uint32_t subpass = 0;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -148,30 +198,34 @@ protected:
screen_lod_threshold = p_screen_lod_threshold;
element_offset = p_element_offset;
barrier = p_barrier;
+ spec_constant_base_flags = p_spec_constant_base_flags;
}
};
+ virtual RD::DataFormat _render_buffers_get_color_format() override;
+ virtual bool _render_buffers_can_be_storage() override;
+
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);
+ void _fill_element_info(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1);
// void _update_instance_data_buffer(RenderListType p_render_list);
static RenderForwardMobile *singleton;
@@ -213,11 +267,6 @@ protected:
float penumbra_shadow_kernel[128];
float soft_shadow_kernel[128];
- uint32_t directional_penumbra_shadow_samples;
- uint32_t directional_soft_shadow_samples;
- uint32_t penumbra_shadow_samples;
- uint32_t soft_shadow_samples;
-
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
@@ -356,7 +405,7 @@ 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 +439,7 @@ 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 +452,6 @@ 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 {
@@ -494,6 +543,8 @@ protected:
RID transforms_uniform_set;
float depth = 0;
bool mirror = false;
+ bool use_projector = false;
+ bool use_soft_shadow = false;
Transform3D transform;
bool store_transform_cache = true; // if true we copy our transform into our PushConstant, if false we use our transforms UBO and clear our PushConstants transform
bool non_uniform_scale = false;
@@ -513,14 +564,14 @@ protected:
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
// culled light info
- uint32_t reflection_probe_count;
- RID reflection_probes[MAX_RDL_CULL];
- uint32_t omni_light_count;
- RID omni_lights[MAX_RDL_CULL];
- uint32_t spot_light_count;
- RID spot_lights[MAX_RDL_CULL];
- uint32_t decals_count;
- RID decals[MAX_RDL_CULL];
+ uint32_t reflection_probe_count = 0;
+ ForwardID reflection_probes[MAX_RDL_CULL];
+ uint32_t omni_light_count = 0;
+ ForwardID omni_lights[MAX_RDL_CULL];
+ uint32_t spot_light_count = 0;
+ ForwardID spot_lights[MAX_RDL_CULL];
+ uint32_t decals_count = 0;
+ ForwardID decals[MAX_RDL_CULL];
GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
@@ -552,7 +603,13 @@ protected:
dirty_list_element(this) {}
};
+ _FORCE_INLINE_ void _fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance);
+
+ void _update_shader_quality_settings() override;
+
public:
+ virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth) override;
+
static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
@@ -568,38 +625,40 @@ 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 void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override;
+
+ virtual bool free(RID p_rid) override;
+
+ 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..735014a2ec 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
@@ -135,8 +135,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
-
- ERR_FAIL_COND(err != OK);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
if (version.is_null()) {
version = shader_singleton->shader.version_create();
@@ -318,7 +317,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
}
RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
- pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
}
}
}
@@ -402,7 +401,8 @@ RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_sour
return shader_singleton->shader.version_get_native_source_code(version);
}
-SceneShaderForwardMobile::ShaderData::ShaderData() {
+SceneShaderForwardMobile::ShaderData::ShaderData() :
+ shader_list_element(this) {
valid = false;
uses_screen_texture = false;
}
@@ -418,6 +418,7 @@ SceneShaderForwardMobile::ShaderData::~ShaderData() {
RendererStorageRD::ShaderData *SceneShaderForwardMobile::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
+ singleton->shader_list.add(&shader_data->shader_list_element);
return shader_data;
}
@@ -429,94 +430,14 @@ 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 +542,6 @@ 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";
@@ -752,29 +672,51 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
//default material and shader
default_shader = storage->shader_allocate();
storage->shader_initialize(default_shader);
- storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
+ storage->shader_set_code(default_shader, R"(
+shader_type spatial;
+
+void vertex() {
+ ROUGHNESS = 0.8;
+}
+
+void fragment() {
+ ALBEDO = vec3(0.6);
+ ROUGHNESS = 0.8;
+ METALLIC = 0.2;
+}
+)");
default_material = storage->material_allocate();
storage->material_initialize(default_material);
storage->material_set_shader(default_material, default_shader);
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, R"(
+shader_type spatial;
+
+render_mode blend_add, unshaded;
+
+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;
}
{
@@ -798,15 +740,26 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
}
}
+void SceneShaderForwardMobile::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) {
+ default_specialization_constants = p_constants;
+ for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) {
+ for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) {
+ for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
+ E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
+ }
+ }
+ }
+ }
+}
+
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..e1c10f0206 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
@@ -151,6 +151,8 @@ public:
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+ SelfList<ShaderData> shader_list_element;
+
ShaderData();
virtual ~ShaderData();
};
@@ -163,20 +165,19 @@ 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();
};
+ SelfList<ShaderData>::List shader_list;
+
RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
return static_cast<SceneShaderForwardMobile *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
@@ -189,8 +190,6 @@ 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;
@@ -198,10 +197,19 @@ 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();
+ Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
+
void init(RendererStorageRD *p_storage, const String p_defines);
+ void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
};
} // namespace RendererSceneRenderImplementation
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
index b2b919c40e..aefe926cb0 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
@@ -31,25 +31,46 @@
#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, uint32_t p_bool_specializations) {
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);
+ Vector<RD::PipelineSpecializationConstant> specialization_constants = base_specialization_constants;
+
+ uint32_t bool_index = 0;
+ uint32_t bool_specializations = p_bool_specializations;
+ while (bool_specializations) {
+ if (bool_specializations & (1 << bool_index)) {
+ RD::PipelineSpecializationConstant sc;
+ sc.bool_value = true;
+ sc.constant_id = bool_index;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ specialization_constants.push_back(sc);
+ bool_specializations &= ~(1 << bool_index);
+ }
+ bool_index++;
+ }
+
+ 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, specialization_constants);
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;
+ versions[version_count].bool_specializations = p_bool_specializations;
version_count++;
return pipeline;
}
void PipelineCacheRD::_clear() {
+#ifndef _MSC_VER
+#warning Clear should probably recompile all the variants already compiled instead to avoid stalls? needs discussion
+#endif
if (versions) {
for (uint32_t i = 0; i < version_count; i++) {
//shader may be gone, so this may not be valid
@@ -63,7 +84,7 @@ void PipelineCacheRD::_clear() {
}
}
-void PipelineCacheRD::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) {
+void PipelineCacheRD::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, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {
ERR_FAIL_COND(p_shader.is_null());
_clear();
shader = p_shader;
@@ -74,6 +95,11 @@ void PipelineCacheRD::setup(RID p_shader, RD::RenderPrimitive p_primitive, const
depth_stencil_state = p_depth_stencil_state;
blend_state = p_blend_state;
dynamic_state_flags = p_dynamic_state_flags;
+ base_specialization_constants = p_base_specialization_constants;
+}
+void PipelineCacheRD::update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {
+ base_specialization_constants = p_base_specialization_constants;
+ _clear();
}
void PipelineCacheRD::update_shader(RID p_shader) {
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h
index b1c8f21ecc..e52f47fa47 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.h
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h
@@ -46,26 +46,30 @@ class PipelineCacheRD {
RD::PipelineDepthStencilState depth_stencil_state;
RD::PipelineColorBlendState blend_state;
int dynamic_state_flags;
+ Vector<RD::PipelineSpecializationConstant> base_specialization_constants;
struct Version {
RD::VertexFormatID vertex_id;
RD::FramebufferFormatID framebuffer_id;
+ uint32_t render_pass;
bool wireframe;
+ uint32_t bool_specializations;
RID pipeline;
};
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, uint32_t p_bool_specializations = 0);
void _clear();
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 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, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants = Vector<RD::PipelineSpecializationConstant>());
+ void update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants);
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, uint32_t p_bool_specializations = 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 +78,13 @@ 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 && versions[i].bool_specializations == p_bool_specializations) {
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, p_bool_specializations);
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..f8aefdb29c 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;
@@ -479,6 +480,10 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
case Item::Command::TYPE_RECT: {
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
+ if (rect->flags & CANVAS_RECT_TILE) {
+ current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
+ }
+
//bind pipeline
{
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
@@ -619,7 +624,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
RD::get_singleton()->draw_list_draw(p_draw_list, true);
- //restore if overrided
+ // Restore if overridden.
push_constant.color_texture_pixel_size[0] = texpixel_size.x;
push_constant.color_texture_pixel_size[1] = texpixel_size.y;
@@ -731,7 +736,7 @@ 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 +869,10 @@ 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;
@@ -1088,7 +1093,8 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
if (material_data) {
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
pipeline_variants = &material_data->shader_data->pipeline_variants;
- if (material_data->uniform_set.is_valid()) {
+ // Update uniform set.
+ if (RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
}
} else {
@@ -1964,8 +1970,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
-
- ERR_FAIL_COND(err != OK);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
if (version.is_null()) {
version = canvas_singleton->shader.canvas_shader.version_create();
@@ -2200,94 +2205,14 @@ 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) {
@@ -2649,8 +2574,19 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
default_canvas_group_shader = storage->shader_allocate();
storage->shader_initialize(default_canvas_group_shader);
- storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
+ storage->shader_set_code(default_canvas_group_shader, R"(
+shader_type canvas_item;
+
+void fragment() {
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ if (c.a > 0.0001) {
+ c.rgb /= c.a;
+ }
+
+ COLOR *= c;
+}
+)");
default_canvas_group_material = storage->material_allocate();
storage->material_initialize(default_canvas_group_material);
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..62e9386f95 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 +153,78 @@ 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();
+
+ 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;
+
+ 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();
+
+ storage->free(texture);
+}
+
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
@@ -208,6 +280,11 @@ RendererCompositorRD::RendererCompositorRD() {
// default to our high end renderer
scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
}
+
+ scene->init();
+
+ // now we're ready to create our effects,
+ storage->init_effects(!scene->_render_buffers_can_be_storage());
}
RendererCompositorRD::~RendererCompositorRD() {
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 7a78322051..8639362da9 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
};
@@ -79,7 +80,7 @@ protected:
Map<RID, RID> render_target_descriptors;
double time;
- float delta;
+ double delta;
static uint64_t frame;
@@ -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);
@@ -99,7 +100,7 @@ public:
void finalize();
_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
- _ALWAYS_INLINE_ float get_frame_delta_time() const { return delta; }
+ _ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
_ALWAYS_INLINE_ double get_total_time() const { return time; }
static Error is_viable() {
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index 43a4058ab6..098e2a5c87 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);
@@ -2812,8 +2812,6 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
{
//kinda complicated to compute the amount of slots, we try to use as many as we can
- voxel_gi_max_lights = 32;
-
voxel_gi_lights = memnew_arr(VoxelGILight, voxel_gi_max_lights);
voxel_gi_lights_uniform = RD::get_singleton()->uniform_buffer_create(voxel_gi_max_lights * sizeof(VoxelGILight));
voxel_gi_quality = RS::VoxelGIQuality(CLAMP(int(GLOBAL_GET("rendering/global_illumination/voxel_gi/quality")), 0, 1));
@@ -3009,7 +3007,9 @@ void RendererSceneGIRD::free() {
sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
- memdelete_arr(voxel_gi_lights);
+ if (voxel_gi_lights) {
+ memdelete_arr(voxel_gi_lights);
+ }
}
RendererSceneGIRD::SDFGI *RendererSceneGIRD::create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) {
@@ -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..0b4622646f 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
@@ -110,8 +110,8 @@ private:
float pad[3];
};
- VoxelGILight *voxel_gi_lights;
- uint32_t voxel_gi_max_lights;
+ VoxelGILight *voxel_gi_lights = nullptr;
+ uint32_t voxel_gi_max_lights = 32;
RID voxel_gi_lights_uniform;
enum {
@@ -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..8496ef631b 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++) {
@@ -567,6 +567,8 @@ int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
ReflectionProbeInstance rpi;
rpi.probe = p_probe;
+ rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
+
return reflection_probe_instance_owner.make_rid(rpi);
}
@@ -627,6 +629,8 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, false);
+ RD::get_singleton()->draw_command_begin_label("Reflection probe render");
+
if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
@@ -654,12 +658,12 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
//reflection atlas was unused, create:
RD::TextureFormat tf;
tf.array_layers = 6 * atlas->count;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.format = _render_buffers_get_color_format();
tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
tf.mipmaps = mipmaps;
tf.width = atlas->size;
tf.height = atlas->size;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
@@ -673,12 +677,9 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
}
atlas->reflections.resize(atlas->count);
for (int i = 0; i < atlas->count; i++) {
- atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers);
+ atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
for (int j = 0; j < 6; j++) {
- Vector<RID> fb;
- fb.push_back(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j]);
- fb.push_back(atlas->depth_buffer);
- atlas->reflections.write[i].fbs[j] = RD::get_singleton()->framebuffer_create(fb);
+ atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
}
}
@@ -709,15 +710,28 @@ 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;
rpi->processing_layer = 1;
rpi->processing_side = 0;
+ RD::get_singleton()->draw_command_end_label();
+
return true;
}
+RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
+ Vector<RID> fb;
+ fb.push_back(p_color);
+ fb.push_back(p_depth);
+ return RD::get_singleton()->framebuffer_create(fb);
+}
+
bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, false);
@@ -846,7 +860,7 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool
shadow_atlas->shadow_owners.clear();
shadow_atlas->size = p_size;
- shadow_atlas->use_16_bits = p_size;
+ shadow_atlas->use_16_bits = p_16_bits;
}
void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
@@ -921,7 +935,7 @@ bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,
//look for an empty space
int sc = shadow_atlas->quadrants[qidx].shadows.size();
- ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();
+ const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
int found_free_idx = -1; //found a free one
int found_used_idx = -1; //found existing one, must steal it
@@ -966,6 +980,78 @@ bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,
return false;
}
+bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
+ for (int i = p_quadrant_count - 1; i >= 0; i--) {
+ int qidx = p_in_quadrants[i];
+
+ if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
+ return false;
+ }
+
+ //look for an empty space
+ int sc = shadow_atlas->quadrants[qidx].shadows.size();
+ const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
+
+ int found_idx = -1;
+ uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
+
+ for (int j = 0; j < sc - 1; j++) {
+ uint64_t pass = 0;
+
+ if (sarr[j].owner.is_valid()) {
+ LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
+ ERR_CONTINUE(!sli);
+
+ if (sli->last_scene_pass == scene_pass) {
+ continue;
+ }
+
+ //was just allocated, don't kill it so soon, wait a bit..
+ if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
+ continue;
+ }
+ pass += sli->last_scene_pass;
+ }
+
+ if (sarr[j + 1].owner.is_valid()) {
+ LightInstance *sli = light_instance_owner.getornull(sarr[j + 1].owner);
+ ERR_CONTINUE(!sli);
+
+ if (sli->last_scene_pass == scene_pass) {
+ continue;
+ }
+
+ //was just allocated, don't kill it so soon, wait a bit..
+ if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
+ continue;
+ }
+ pass += sli->last_scene_pass;
+ }
+
+ if (found_idx == -1 || pass < min_pass) {
+ found_idx = j;
+ min_pass = pass;
+
+ // we found two empty spots, no need to check the rest
+ if (pass == 0) {
+ break;
+ }
+ }
+ }
+
+ if (found_idx == -1) {
+ continue; //nothing found
+ }
+
+ r_quadrant = qidx;
+ r_shadow = found_idx;
+
+ return true;
+ }
+
+ return false;
+}
+
bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
ERR_FAIL_COND_V(!shadow_atlas, false);
@@ -1011,94 +1097,104 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i
uint64_t tick = OS::get_singleton()->get_ticks_msec();
- //see if it already exists
+ uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
+ uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
+ uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
+ int old_subdivision = -1;
+
+ bool should_realloc = false;
+ bool should_redraw = false;
if (shadow_atlas->shadow_owners.has(p_light_intance)) {
- //it does!
- uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
- uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
+ old_key = shadow_atlas->shadow_owners[p_light_intance];
+ old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
- bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
- bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;
+ should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
+ should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
if (!should_realloc) {
- shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
//already existing, see if it should redraw or it's just OK
return should_redraw;
}
- int new_quadrant, new_shadow;
+ old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
+ }
- //find a better place
- if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
- //found a better place!
- ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
- if (sh->owner.is_valid()) {
- //is taken, but is invalid, erasing it
- shadow_atlas->shadow_owners.erase(sh->owner);
- LightInstance *sli = light_instance_owner.getornull(sh->owner);
- sli->shadow_atlases.erase(p_atlas);
- }
+ bool is_omni = li->light_type == RS::LIGHT_OMNI;
+ bool found_shadow = false;
+ int new_quadrant = -1;
+ int new_shadow = -1;
- //erase previous
- shadow_atlas->quadrants[q].shadows.write[s].version = 0;
- shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
+ if (is_omni) {
+ found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
+ } else {
+ found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
+ }
- sh->owner = p_light_intance;
- sh->alloc_tick = tick;
- sh->version = p_light_version;
- li->shadow_atlases.insert(p_atlas);
-
- //make new key
- key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
- key |= new_shadow;
- //update it in map
- shadow_atlas->shadow_owners[p_light_intance] = key;
- //make it dirty, as it should redraw anyway
- return true;
+ if (found_shadow) {
+ if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
+
+ if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
+ }
}
- //no better place for this shadow found, keep current
+ uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
+ new_key |= new_shadow;
- //already existing, see if it should redraw or it's just OK
+ ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
+ _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
- shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
+ sh->owner = p_light_intance;
+ sh->alloc_tick = tick;
+ sh->version = p_light_version;
- return should_redraw;
- }
+ if (is_omni) {
+ new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
- int new_quadrant, new_shadow;
+ int new_omni_shadow = new_shadow + 1;
+ ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
+ _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
- //find a better place
- if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
- //found a better place!
- ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
- if (sh->owner.is_valid()) {
- //is taken, but is invalid, erasing it
- shadow_atlas->shadow_owners.erase(sh->owner);
- LightInstance *sli = light_instance_owner.getornull(sh->owner);
- sli->shadow_atlases.erase(p_atlas);
+ extra_sh->owner = p_light_intance;
+ extra_sh->alloc_tick = tick;
+ extra_sh->version = p_light_version;
}
- sh->owner = p_light_intance;
- sh->alloc_tick = tick;
- sh->version = p_light_version;
li->shadow_atlases.insert(p_atlas);
- //make new key
- uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
- key |= new_shadow;
//update it in map
- shadow_atlas->shadow_owners[p_light_intance] = key;
+ shadow_atlas->shadow_owners[p_light_intance] = new_key;
//make it dirty, as it should redraw anyway
-
return true;
}
- //no place to allocate this light, apologies
+ return should_redraw;
+}
- return false;
+void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) {
+ if (p_shadow->owner.is_valid()) {
+ LightInstance *sli = light_instance_owner.getornull(p_shadow->owner);
+ uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
+
+ if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
+ uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
+ RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
+ omni_shadow->version = 0;
+ omni_shadow->owner = RID();
+ }
+
+ p_shadow->version = 0;
+ p_shadow->owner = RID();
+ sli->shadow_atlases.erase(p_atlas);
+ p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
+ }
}
void RendererSceneRenderRD::_update_directional_shadow_atlas() {
@@ -1123,6 +1219,7 @@ void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p
}
directional_shadow.size = p_size;
+ directional_shadow.use_16_bits = p_16_bits;
if (directional_shadow.depth.is_valid()) {
RD::get_singleton()->free(directional_shadow.depth);
@@ -1229,6 +1326,9 @@ RID RendererSceneRenderRD::light_instance_create(RID p_light) {
light_instance->self = li;
light_instance->light = p_light;
light_instance->light_type = storage->light_get_type(p_light);
+ if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
+ light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
+ }
return li;
}
@@ -1302,6 +1402,7 @@ RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap
RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
DecalInstance di;
di.decal = p_decal;
+ di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
return decal_instance_owner.make_rid(di);
}
@@ -1373,12 +1474,20 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
+ // TODO make sure texture_create_shared_from_slice works for multiview
+
RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = rb->width;
tf.height = rb->height;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
+ tf.array_layers = rb->view_count;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ if (_render_buffers_can_be_storage()) {
+ tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
+ } else {
+ tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
tf.mipmaps = mipmaps_required;
rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
@@ -1398,17 +1507,125 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
mm.width = base_width;
mm.height = base_height;
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(mm.texture);
+
+ mm.fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+
+ if (!_render_buffers_can_be_storage()) {
+ // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
+ tf.width = MAX(1, base_width >> 1);
+ tf.height = base_height;
+ tf.mipmaps = 1; // 1 or 0?
+
+ mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> half_fb;
+ half_fb.push_back(mm.half_texture);
+ mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
+ }
+
rb->blur[0].mipmaps.push_back(mm);
if (i > 0) {
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(mm.texture);
+
+ mm.fb = RD::get_singleton()->framebuffer_create(fb);
+
+ // We can re-use the half texture here as it is an intermediate result
+ }
+
rb->blur[1].mipmaps.push_back(mm);
}
base_width = MAX(1, base_width >> 1);
base_height = MAX(1, base_height >> 1);
}
+
+ if (!_render_buffers_can_be_storage()) {
+ // create 4 weight textures, 2 full size, 2 half size
+
+ tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
+ tf.width = rb->width;
+ tf.height = rb->height;
+ tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
+ tf.array_layers = rb->view_count;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.mipmaps = 1;
+ for (uint32_t i = 0; i < 4; i++) {
+ // associated blur texture
+ RID texture;
+ if (i == 0) {
+ texture = rb->texture;
+ } else if (i == 1) {
+ texture = rb->blur[0].mipmaps[0].texture;
+ } else if (i == 2) {
+ texture = rb->blur[1].mipmaps[0].texture;
+ } else if (i == 3) {
+ texture = rb->blur[0].mipmaps[1].texture;
+ }
+
+ // create weight texture
+ rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ // create frame buffer
+ Vector<RID> fb;
+ fb.push_back(texture);
+ fb.push_back(rb->weight_buffers[i].weight);
+ rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
+
+ if (i == 1) {
+ // next 2 are half size
+ tf.width = MAX(1, tf.width >> 1);
+ tf.height = MAX(1, tf.height >> 1);
+ }
+ }
+
+ {
+ // and finally an FB for just our base weights
+ Vector<RID> fb;
+ fb.push_back(rb->weight_buffers[0].weight);
+ rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ }
+}
+
+void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
+ ERR_FAIL_COND(!rb->depth_back_texture.is_null());
+
+ {
+ RD::TextureFormat tf;
+ if (rb->view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ }
+ // We're not using this as a depth stencil, just copying our data into this. May need to look into using a different format on mobile, maybe R16?
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+
+ tf.width = rb->width;
+ tf.height = rb->height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tf.array_layers = rb->view_count; // create a layer for every view
+
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
+
+ rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ if (!_render_buffers_can_be_storage()) {
+ // create framebuffer so we can write into this...
+
+ Vector<RID> fb;
+ fb.push_back(rb->depth_back_texture);
+
+ rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
+ }
}
void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
@@ -1425,26 +1642,48 @@ void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
tf.width = w;
tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
bool final = w == 1 && h == 1;
- if (final) {
- tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
+ if (_render_buffers_can_be_storage()) {
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+ if (final) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
+ }
+ } else {
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
}
RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->luminance.reduce.push_back(texture);
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(texture);
+
+ rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
+ }
if (final) {
rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(rb->luminance.current);
+
+ rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
break;
}
}
}
void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
+ if (rb->texture_fb.is_valid()) {
+ RD::get_singleton()->free(rb->texture_fb);
+ rb->texture_fb = RID();
+ }
+
if (rb->texture.is_valid()) {
RD::get_singleton()->free(rb->texture);
rb->texture = RID();
@@ -1455,20 +1694,54 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->depth_texture = RID();
}
+ if (rb->depth_back_fb.is_valid()) {
+ RD::get_singleton()->free(rb->depth_back_fb);
+ rb->depth_back_fb = RID();
+ }
+
+ if (rb->depth_back_texture.is_valid()) {
+ RD::get_singleton()->free(rb->depth_back_texture);
+ rb->depth_back_texture = RID();
+ }
+
for (int i = 0; i < 2; i++) {
+ for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
+ // do we free the texture slice here? or is it enough to free the main texture?
+
+ // do free the mobile extra stuff
+ if (rb->blur[i].mipmaps[m].fb.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
+ }
+ if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
+ }
+ if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
+ }
+ }
+ rb->blur[i].mipmaps.clear();
+
if (rb->blur[i].texture.is_valid()) {
RD::get_singleton()->free(rb->blur[i].texture);
rb->blur[i].texture = RID();
- rb->blur[i].mipmaps.clear();
}
}
+ for (int i = 0; i < rb->luminance.fb.size(); i++) {
+ RD::get_singleton()->free(rb->luminance.fb[i]);
+ }
+ rb->luminance.fb.clear();
+
for (int i = 0; i < rb->luminance.reduce.size(); i++) {
RD::get_singleton()->free(rb->luminance.reduce[i]);
}
-
rb->luminance.reduce.clear();
+ if (rb->luminance.current_fb.is_valid()) {
+ RD::get_singleton()->free(rb->luminance.current_fb);
+ rb->luminance.current_fb = RID();
+ }
+
if (rb->luminance.current.is_valid()) {
RD::get_singleton()->free(rb->luminance.current);
rb->luminance.current = RID();
@@ -1731,6 +2004,58 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
}
+void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ RD::get_singleton()->draw_command_begin_label("Copy screen texture");
+
+ if (rb->blur[0].texture.is_null()) {
+ _allocate_blur_textures(rb);
+ }
+
+ // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
+
+ bool can_use_storage = _render_buffers_can_be_storage();
+
+ if (can_use_storage) {
+ storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
+ for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
+ storage->get_effects()->make_mipmap(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].texture, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
+ }
+ } else {
+ storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
+ for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
+ storage->get_effects()->make_mipmap_raster(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].fb, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ RD::get_singleton()->draw_command_begin_label("Copy depth texture");
+
+ if (rb->depth_back_texture.is_null()) {
+ _allocate_depth_backbuffer_textures(rb);
+ }
+
+ // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
+
+ bool can_use_storage = _render_buffers_can_be_storage();
+
+ if (can_use_storage) {
+ storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
+ } else {
+ storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
@@ -1740,17 +2065,50 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
CameraEffects *camfx = camera_effects_owner.getornull(p_render_data->camera_effects);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+ bool can_use_storage = _render_buffers_can_be_storage();
+
+ // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
+ RD::get_singleton()->draw_command_begin_label("DOF");
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
}
+ EffectsRD::BokehBuffers buffers;
+
+ // textures we use
+ buffers.base_texture_size = Size2i(rb->width, rb->height);
+ buffers.base_texture = rb->texture;
+ buffers.depth_texture = rb->depth_texture;
+ buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
+ buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
+ buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture;
+
float bokeh_size = camfx->dof_blur_amount * 64.0;
- storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[0].mipmaps[0].texture, rb->blur[1].mipmaps[0].texture, rb->blur[0].mipmaps[1].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
+ if (can_use_storage) {
+ storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
+ } else {
+ // set framebuffers
+ buffers.base_fb = rb->texture_fb;
+ buffers.secondary_fb = rb->weight_buffers[1].fb;
+ buffers.half_fb[0] = rb->weight_buffers[2].fb;
+ buffers.half_fb[1] = rb->weight_buffers[3].fb;
+ buffers.weight_texture[0] = rb->weight_buffers[0].weight;
+ buffers.weight_texture[1] = rb->weight_buffers[1].weight;
+ buffers.weight_texture[2] = rb->weight_buffers[2].weight;
+ buffers.weight_texture[3] = rb->weight_buffers[3].weight;
+
+ // set weight buffers
+ buffers.base_weight_fb = rb->base_weight_fb;
+
+ storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
+ }
+ RD::get_singleton()->draw_command_end_label();
}
if (can_use_effects && env && env->auto_exposure) {
+ RD::get_singleton()->draw_command_begin_label("Auto exposure");
if (rb->luminance.current.is_null()) {
_allocate_luminance_textures(rb);
}
@@ -1759,16 +2117,26 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
rb->auto_exposure_version = env->auto_exposure_version;
double step = env->auto_exp_speed * time_step;
- storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
-
+ if (can_use_storage) {
+ storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
+ } else {
+ storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
+ }
//swap final reduce with prev luminance
SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
+ if (!can_use_storage) {
+ SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
+ }
+
RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
+ RD::get_singleton()->draw_command_end_label();
}
int max_glow_level = -1;
if (can_use_effects && env && env->glow_enabled) {
+ RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
+
/* see that blur textures are allocated */
if (rb->blur[1].texture.is_null()) {
@@ -1794,14 +2162,26 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
if (env->auto_exposure && rb->luminance.current.is_valid()) {
luminance_texture = rb->luminance.current;
}
- storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+ if (can_use_storage) {
+ storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+ } else {
+ storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+ }
} else {
- storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
+ if (can_use_storage) {
+ storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
+ } else {
+ storage->get_effects()->gaussian_glow_raster(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, glow_high_quality);
+ }
}
}
+
+ RD::get_singleton()->draw_command_end_label();
}
{
+ RD::get_singleton()->draw_command_begin_label("Tonemap");
+
//tonemap
EffectsRD::TonemapSettings tonemap;
@@ -1860,7 +2240,77 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.view_count = p_render_data->view_count;
storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ storage->render_target_disable_clear_request(rb->render_target);
+}
+
+void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
+ RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
+
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
+
+ bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
+
+ EffectsRD::TonemapSettings tonemap;
+
+ if (env) {
+ tonemap.tonemap_mode = env->tone_mapper;
+ tonemap.exposure = env->exposure;
+ tonemap.white = env->white;
+ }
+
+ // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
+ // The problem is that we need to use the result so far and process them before we can
+ // apply this to our results.
+ if (can_use_effects && env && env->glow_enabled) {
+ ERR_FAIL_MSG("Glow is not supported when using subpasses.");
}
+ if (can_use_effects && env && env->auto_exposure) {
+ ERR_FAIL_MSG("Glow is not supported when using subpasses.");
+ }
+
+ tonemap.use_glow = false;
+ tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ tonemap.use_auto_exposure = false;
+ tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+
+ tonemap.use_color_correction = false;
+ tonemap.use_1d_color_correction = false;
+ tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+
+ if (can_use_effects && env) {
+ tonemap.use_bcs = env->adjustments_enabled;
+ tonemap.brightness = env->adjustments_brightness;
+ tonemap.contrast = env->adjustments_contrast;
+ tonemap.saturation = env->adjustments_saturation;
+ if (env->adjustments_enabled && env->color_correction.is_valid()) {
+ tonemap.use_color_correction = true;
+ tonemap.use_1d_color_correction = env->use_1d_color_correction;
+ tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
+ }
+ }
+
+ tonemap.use_debanding = rb->use_debanding;
+ tonemap.texture_size = Vector2i(rb->width, rb->height);
+
+ tonemap.view_count = p_render_data->view_count;
+
+ storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
storage->render_target_disable_clear_request(rb->render_target);
}
@@ -1954,6 +2404,15 @@ RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_b
return rb->blur[0].texture;
}
+RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ if (!rb->depth_back_texture.is_valid()) {
+ return RID(); //not valid at the moment
+ }
+ return rb->depth_back_texture;
+}
+
RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
@@ -2114,8 +2573,16 @@ float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID
return rb->volumetric_fog->spread;
}
+RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
+ return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+}
+
+bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
+ return true;
+}
+
void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
- ERR_FAIL_COND_MSG(p_view_count == 0, "Must have atleast 1 view");
+ ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
rb->width = p_width;
@@ -2140,16 +2607,15 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
if (rb->view_count > 1) {
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
}
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.format = _render_buffers_get_color_format();
tf.width = rb->width;
tf.height = rb->height;
tf.array_layers = rb->view_count; // create a layer for every view
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- } else {
- tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
}
+ tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
@@ -2179,7 +2645,16 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
- rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa, p_view_count);
+ if (!_render_buffers_can_be_storage()) {
+ // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
+ Vector<RID> fb;
+ fb.push_back(rb->texture);
+
+ rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
+ }
+
+ RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
+ rb->data->configure(rb->texture, rb->depth_texture, target_texture, p_width, p_height, p_msaa, p_view_count);
if (is_clustered_enabled()) {
rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
@@ -2241,6 +2716,8 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
}
+
+ _update_shader_quality_settings();
}
void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
@@ -2281,6 +2758,23 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q
get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
}
+
+ _update_shader_quality_settings();
+}
+
+void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
+ if (decals_filter == p_filter) {
+ return;
+ }
+ decals_filter = p_filter;
+ _update_shader_quality_settings();
+}
+void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
+ if (light_projectors_filter == p_filter) {
+ return;
+ }
+ light_projectors_filter = p_filter;
+ _update_shader_quality_settings();
}
int RendererSceneRenderRD::get_roughness_layers() const {
@@ -2320,10 +2814,13 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
}
+ bool using_forward_ids = _uses_forward_ids();
for (uint32_t i = 0; i < cluster.reflection_count; i++) {
ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
- rpi->render_index = i;
+ if (using_forward_ids) {
+ _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
+ }
RID base_probe = rpi->probe;
@@ -2373,7 +2870,7 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
}
}
-void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
+void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
Transform3D inverse_transform = p_camera_transform.affine_inverse();
r_directional_light_count = 0;
@@ -2385,6 +2882,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
cluster.omni_light_count = 0;
cluster.spot_light_count = 0;
+ r_directional_light_soft_shadows = false;
+
for (int i = 0; i < (int)p_lights.size(); i++) {
LightInstance *li = light_instance_owner.getornull(p_lights[i]);
if (!li) {
@@ -2423,6 +2922,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ if (storage->light_has_shadow(base)) {
+ r_directional_light_soft_shadows = true;
+ }
} else {
angular_diameter = 0.0;
}
@@ -2531,7 +3033,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
float bias_scale = li->shadow_transform[j].bias_scale;
- light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
+ light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
@@ -2615,6 +3117,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
}
+ bool using_forward_ids = _uses_forward_ids();
+
for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
@@ -2622,6 +3126,10 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
RID base = li->light;
+ if (using_forward_ids) {
+ _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
+ }
+
Transform3D light_transform = li->transform;
float sign = storage->light_is_negative(base) ? -1 : 1;
@@ -2695,22 +3203,19 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.shadow_enabled = true;
- if (type == RS::LIGHT_SPOT) {
- light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
- float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
- shadow_texel_size *= light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
-
- light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
+ float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
+ light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
+ if (type == RS::LIGHT_SPOT) {
+ light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
} else { //omni
- light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
- float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
- light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
+ light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
}
light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
- Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas);
+ Vector2i omni_offset;
+ Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
light_data.atlas_rect[0] = rect.position.x;
light_data.atlas_rect[1] = rect.position.y;
@@ -2721,7 +3226,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
if (type == RS::LIGHT_OMNI) {
- light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
Transform3D proj = (inverse_transform * light_transform).inverse();
RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
@@ -2733,6 +3237,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
}
+ light_data.direction[0] = omni_offset.x * float(rect.size.width);
+ light_data.direction[1] = omni_offset.y * float(rect.size.height);
} else if (type == RS::LIGHT_SPOT) {
Transform3D modelview = (inverse_transform * light_transform).inverse();
CameraMatrix bias;
@@ -2754,7 +3260,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.shadow_enabled = false;
}
- li->light_index = index;
li->cull_mask = storage->light_get_cull_mask(base);
if (current_cluster_builder != nullptr) {
@@ -2823,11 +3328,15 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
sort_array.sort(cluster.decal_sort, cluster.decal_count);
}
+ bool using_forward_ids = _uses_forward_ids();
for (uint32_t i = 0; i < cluster.decal_count; i++) {
DecalInstance *di = cluster.decal_sort[i].instance;
RID decal = di->decal;
- di->render_index = i;
+ if (using_forward_ids) {
+ _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
+ }
+
di->cull_mask = storage->decal_get_cull_mask(decal);
Transform3D xform = di->transform;
@@ -2944,116 +3453,6 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
}
}
-void RendererSceneRenderRD::_fill_instance_indices(const RID *p_omni_light_instances, uint32_t p_omni_light_instance_count, uint32_t *p_omni_light_indices, const RID *p_spot_light_instances, uint32_t p_spot_light_instance_count, uint32_t *p_spot_light_indices, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count, uint32_t *p_reflection_probe_indices, const RID *p_decal_instances, uint32_t p_decal_instance_count, uint32_t *p_decal_instance_indices, uint32_t p_layer_mask, uint32_t p_max_dst_words) {
- // first zero out our indices
- for (uint32_t i = 0; i < p_max_dst_words; i++) {
- p_omni_light_indices[i] = 0;
- p_spot_light_indices[i] = 0;
- p_reflection_probe_indices[i] = 0;
- p_decal_instance_indices[i] = 0;
- }
-
- {
- // process omni lights
- uint32_t dword = 0;
- uint32_t shift = 0;
-
- for (uint32_t i = 0; i < p_omni_light_instance_count && dword < p_max_dst_words; i++) {
- LightInstance *li = light_instance_owner.getornull(p_omni_light_instances[i]);
-
- if ((li->cull_mask & p_layer_mask) && (li->light_index < 255)) {
- p_omni_light_indices[dword] += li->light_index << shift;
- if (shift == 24) {
- dword++;
- shift = 0;
- } else {
- shift += 8;
- }
- }
- }
-
- if (dword < 2) {
- // put in ending mark
- p_omni_light_indices[dword] += 0xFF << shift;
- }
- }
-
- {
- // process spot lights
- uint32_t dword = 0;
- uint32_t shift = 0;
-
- for (uint32_t i = 0; i < p_spot_light_instance_count && dword < p_max_dst_words; i++) {
- LightInstance *li = light_instance_owner.getornull(p_spot_light_instances[i]);
-
- if ((li->cull_mask & p_layer_mask) && (li->light_index < 255)) {
- p_spot_light_indices[dword] += li->light_index << shift;
- if (shift == 24) {
- dword++;
- shift = 0;
- } else {
- shift += 8;
- }
- }
- }
-
- if (dword < 2) {
- // put in ending mark
- p_spot_light_indices[dword] += 0xFF << shift;
- }
- }
-
- {
- // process reflection probes
- uint32_t dword = 0;
- uint32_t shift = 0;
-
- for (uint32_t i = 0; i < p_reflection_probe_instance_count && dword < p_max_dst_words; i++) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_instances[i]);
-
- if ((rpi->cull_mask & p_layer_mask) && (rpi->render_index < 255)) {
- p_reflection_probe_indices[dword] += rpi->render_index << shift;
- if (shift == 24) {
- dword++;
- shift = 0;
- } else {
- shift += 8;
- }
- }
- }
-
- if (dword < 2) {
- // put in ending mark
- p_reflection_probe_indices[dword] += 0xFF << shift;
- }
- }
-
- {
- // process decals
- uint32_t dword = 0;
- uint32_t shift = 0;
-
- for (uint32_t i = 0; i < p_decal_instance_count && dword < p_max_dst_words; i++) {
- DecalInstance *decal = decal_instance_owner.getornull(p_decal_instances[i]);
-
- if ((decal->cull_mask & p_layer_mask) && (decal->render_index < 255)) {
- p_decal_instance_indices[dword] += decal->render_index << shift;
- if (shift == 24) {
- dword++;
- shift = 0;
- } else {
- shift += 8;
- }
- }
- }
-
- if (dword < 2) {
- // put in ending mark
- p_decal_instance_indices[dword] += 0xFF << shift;
- }
- }
-}
-
void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->volumetric_fog);
@@ -3522,7 +3921,6 @@ 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 +3936,7 @@ 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 +3966,11 @@ 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();
@@ -3618,7 +4016,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
- _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count);
+ _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
_setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
p_render_data->directional_light_count = directional_light_count;
@@ -3641,7 +4039,7 @@ 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 +4094,7 @@ 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;
@@ -3752,16 +4151,14 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
render_state.voxel_gi_count = 0;
- if (rb != nullptr) {
+ if (rb != nullptr && is_dynamic_gi_supported()) {
if (rb->sdfgi) {
rb->sdfgi->update_cascades();
rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
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;
@@ -3775,9 +4172,28 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
_render_scene(&render_data, clear_color);
if (p_render_buffers.is_valid()) {
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
+ /*
+ _debug_draw_cluster(p_render_buffers);
+
+ RENDER_TIMESTAMP("Tonemap");
+
+ _render_buffers_post_process_and_tonemap(&render_data);
+ */
+
+ _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
+ rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
+ }
+ }
+}
+
+void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
+ if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
+ RS::ViewportDebugDraw dd = get_debug_draw_mode();
+
+ if (dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
- switch (debug_draw) {
+ switch (dd) {
case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
break;
@@ -3793,22 +4209,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
default: {
}
}
- if (current_cluster_builder != nullptr) {
- current_cluster_builder->debug(elem_type);
- }
- }
-
- RENDER_TIMESTAMP("Tonemap");
-
- _render_buffers_post_process_and_tonemap(&render_data);
- _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
- rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
+ current_cluster_builder->debug(elem_type);
}
}
}
-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);
@@ -3818,6 +4224,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
bool using_dual_paraboloid = false;
bool using_dual_paraboloid_flip = false;
+ Vector2i dual_paraboloid_offset;
RID render_fb;
RID render_texture;
float zfar;
@@ -3911,6 +4318,9 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
+ bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
+ dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
+
if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
@@ -3930,12 +4340,16 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
}
} else {
+ atlas_rect.position.x += 1;
+ atlas_rect.position.y += 1;
+ atlas_rect.size.x -= 2;
+ atlas_rect.size.y -= 2;
+
+ atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
+
light_projection = light_instance->shadow_transform[0].camera;
light_transform = light_instance->shadow_transform[0].transform;
- atlas_rect.size.height /= 2;
- atlas_rect.position.y += p_pass * atlas_rect.size.height;
-
using_dual_paraboloid = true;
using_dual_paraboloid_flip = p_pass == 1;
render_fb = shadow_atlas->fb;
@@ -3954,7 +4368,7 @@ 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();
@@ -3964,10 +4378,9 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
atlas_rect_norm.position.y /= float(atlas_size);
atlas_rect_norm.size.x /= float(atlas_size);
atlas_rect_norm.size.y /= float(atlas_size);
- atlas_rect_norm.size.height /= 2;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), false);
- atlas_rect_norm.position.y += atlas_rect_norm.size.height;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), true);
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
+ atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
//restore transform so it can be properly used
light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
@@ -3975,7 +4388,7 @@ 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);
}
}
@@ -4031,11 +4444,13 @@ bool RendererSceneRenderRD::free(RID p_rid) {
}
reflection_atlas_owner.free(p_rid);
} else if (reflection_probe_instance_owner.owns(p_rid)) {
- //not much to delete, just free it
- //ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
+ _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
reflection_probe_release_atlas_index(p_rid);
reflection_probe_instance_owner.free(p_rid);
} else if (decal_instance_owner.owns(p_rid)) {
+ DecalInstance *di = decal_instance_owner.getornull(p_rid);
+ _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
decal_instance_owner.free(p_rid);
} else if (lightmap_instance_owner.owns(p_rid)) {
lightmap_instance_owner.free(p_rid);
@@ -4067,9 +4482,18 @@ bool RendererSceneRenderRD::free(RID p_rid) {
uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
+
+ if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ // Omni lights use two atlas spots, make sure to clear the other as well
+ shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
+ }
+
shadow_atlas->shadow_owners.erase(p_rid);
}
+ if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
+ _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
+ }
light_instance_owner.free(p_rid);
} else if (shadow_atlas_owner.owns(p_rid)) {
@@ -4174,7 +4598,7 @@ 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 +4607,7 @@ 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 +4616,7 @@ 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 +4625,7 @@ 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);
@@ -4261,10 +4685,12 @@ uint32_t RendererSceneRenderRD::get_max_elements() const {
}
RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
- max_cluster_elements = get_max_elements();
-
storage = p_storage;
singleton = this;
+}
+
+void RendererSceneRenderRD::init() {
+ max_cluster_elements = get_max_elements();
directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
@@ -4359,6 +4785,9 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
+ decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
+ light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
+
cull_argument.set_page_pool(&cull_argument_pool);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 9a793e42c5..37533baecf 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 +80,9 @@ struct RenderDataRD {
uint32_t cluster_max_elements = 0;
uint32_t directional_light_count = 0;
+ bool directional_light_soft_shadows = false;
+
+ RendererScene::RenderInfo *render_info = nullptr;
};
class RendererSceneRenderRD : public RendererSceneRender {
@@ -91,19 +95,19 @@ protected:
double time_step = 0;
struct RenderBufferData {
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) = 0;
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) = 0;
virtual ~RenderBufferData() {}
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
- void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
+ void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
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;
@@ -113,6 +117,7 @@ protected:
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
+ void _debug_draw_cluster(RID p_render_buffers);
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
@@ -129,6 +134,12 @@ protected:
void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
+ void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
+ void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
+ void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
+ void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
+ void _disable_clear_request(const RenderDataRD *p_render_data);
+
// needed for a single argument calls (material and uv2)
PagedArrayPool<GeometryInstance *> cull_argument_pool;
PagedArray<GeometryInstance *> cull_argument; //need this to exist
@@ -142,7 +153,26 @@ protected:
} else {
return nullptr;
}
- }
+ };
+
+ //used for mobile renderer mostly
+
+ typedef int32_t ForwardID;
+
+ enum ForwardIDType {
+ FORWARD_ID_TYPE_OMNI_LIGHT,
+ FORWARD_ID_TYPE_SPOT_LIGHT,
+ FORWARD_ID_TYPE_REFLECTION_PROBE,
+ FORWARD_ID_TYPE_DECAL,
+ FORWARD_ID_MAX,
+ };
+
+ virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
+ virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
+ virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
+ virtual bool _uses_forward_ids() const { return false; }
+
+ virtual void _update_shader_quality_settings() {}
private:
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
@@ -185,9 +215,10 @@ private:
uint32_t render_step = 0;
uint64_t last_pass = 0;
- uint32_t render_index = 0;
uint32_t cull_mask = 0;
+ ForwardID forward_id = -1;
+
Transform3D transform;
};
@@ -198,8 +229,8 @@ private:
struct DecalInstance {
RID decal;
Transform3D transform;
- uint32_t render_index;
uint32_t cull_mask;
+ ForwardID forward_id = -1;
};
mutable RID_Owner<DecalInstance> decal_instance_owner;
@@ -224,7 +255,8 @@ private:
struct ShadowAtlas {
enum {
QUADRANT_SHIFT = 27,
- SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
+ OMNI_LIGHT_FLAG = 1 << 26,
+ SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
SHADOW_INVALID = 0xFFFFFFFF
};
@@ -268,7 +300,9 @@ private:
void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
+ void _shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx);
bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
+ bool _shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
@@ -283,6 +317,8 @@ private:
int directional_soft_shadow_samples = 0;
int penumbra_shadow_samples = 0;
int soft_shadow_samples = 0;
+ RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
+ RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
/* DIRECTIONAL SHADOW */
@@ -343,18 +379,15 @@ private:
uint64_t last_scene_pass = 0;
uint64_t last_scene_shadow_pass = 0;
uint64_t last_pass = 0;
- uint32_t light_index = 0;
uint32_t cull_mask = 0;
uint32_t light_directional_index = 0;
- uint32_t current_shadow_atlas_key = 0;
-
- Vector2 dp;
-
Rect2 directional_rect;
Set<RID> shadow_atlases; //shadow atlases where this light is registered
+ ForwardID forward_id = -1;
+
LightInstance() {}
};
@@ -423,6 +456,7 @@ private:
RID texture; //main texture for rendering to, must be filled after done rendering
RID depth_texture; //main depth texture
+ RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
RendererSceneGIRD::SDFGI *sdfgi = nullptr;
VolumetricFog *volumetric_fog = nullptr;
@@ -438,6 +472,11 @@ private:
RID texture;
int width;
int height;
+
+ // only used on mobile renderer
+ RID fb;
+ RID half_texture;
+ RID half_fb;
};
Vector<Mipmap> mipmaps;
@@ -445,9 +484,25 @@ private:
Blur blur[2]; //the second one starts from the first mipmap
+ struct WeightBuffers {
+ RID weight;
+ RID fb; // FB with both texture and weight
+ };
+
+ // 2 full size, 2 half size
+ WeightBuffers weight_buffers[4]; // Only used in raster
+ RID base_weight_fb; // base buffer for weight
+
+ RID depth_back_texture;
+ RID depth_back_fb; // only used on mobile
+
struct Luminance {
Vector<RID> reduce;
RID current;
+
+ // used only on mobile renderer
+ Vector<RID> fb;
+ RID current_fb;
} luminance;
struct SSAO {
@@ -484,10 +539,10 @@ private:
void _free_render_buffer_data(RenderBuffers *rb);
void _allocate_blur_textures(RenderBuffers *rb);
+ void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
void _allocate_luminance_textures(RenderBuffers *rb);
void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
- void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
/* Cluster */
@@ -519,7 +574,7 @@ private:
struct LightData {
float position[3];
float inv_radius;
- float direction[3];
+ float direction[3]; // in omni, x and y are used for dual paraboloid offset
float size;
float color[3];
@@ -746,7 +801,7 @@ 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 +809,10 @@ 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 +831,9 @@ 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 +845,43 @@ 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 +889,13 @@ 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 +905,53 @@ 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) override;
+
+ virtual RID camera_effects_allocate() override;
+ virtual void camera_effects_initialize(RID p_rid) override;
- virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size);
+ 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 RID camera_effects_allocate();
- virtual void camera_effects_initialize(RID p_rid);
+ 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;
- 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);
+ bool camera_effects_uses_dof(RID p_camera_effects) {
+ CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
- 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);
+ return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
+ }
- 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);
@@ -902,7 +963,7 @@ public:
return li->transform;
}
- _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas) {
+ _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
LightInstance *li = light_instance_owner.getornull(p_light_instance);
uint32_t key = shadow_atlas->shadow_owners[li->self];
@@ -922,6 +983,16 @@ public:
x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
+ r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
+ r_omni_offset.y = 1;
+ } else {
+ r_omni_offset.x = 1;
+ r_omni_offset.y = 0;
+ }
+ }
+
uint32_t width = shadow_size;
uint32_t height = shadow_size;
@@ -1002,14 +1073,9 @@ public:
return li->last_pass;
}
- _FORCE_INLINE_ void light_instance_set_index(RID p_light_instance, uint32_t p_index) {
+ _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
LightInstance *li = light_instance_owner.getornull(p_light_instance);
- li->light_index = p_index;
- }
-
- _FORCE_INLINE_ uint32_t light_instance_get_index(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->light_index;
+ return li->forward_id;
}
_FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
@@ -1017,9 +1083,9 @@ 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 +1093,14 @@ 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 RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
+ 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);
@@ -1046,17 +1113,11 @@ public:
return rpi->probe;
}
- _FORCE_INLINE_ void reflection_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!rpi);
- rpi->render_index = p_render_index;
- }
-
- _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_index(RID p_instance) {
+ _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, 0);
- return rpi->render_index;
+ return rpi->forward_id;
}
_FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
@@ -1086,21 +1147,26 @@ 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);
return decal->decal;
}
+ _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
+ DecalInstance *decal = decal_instance_owner.getornull(p_decal);
+ return decal->forward_id;
+ }
+
_FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
DecalInstance *decal = decal_instance_owner.getornull(p_decal);
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;
}
@@ -1114,24 +1180,25 @@ public:
return li->transform;
}
- void _fill_instance_indices(const RID *p_omni_light_instances, uint32_t p_omni_light_instance_count, uint32_t *p_omni_light_indices, const RID *p_spot_light_instances, uint32_t p_spot_light_instance_count, uint32_t *p_spot_light_indices, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count, uint32_t *p_reflection_probe_indices, const RID *p_decal_instances, uint32_t p_decal_instance_count, uint32_t *p_decal_instance_indices, uint32_t p_layer_mask, uint32_t p_max_dst_words = 2);
-
/* 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 RD::DataFormat _render_buffers_get_color_format();
+ virtual bool _render_buffers_can_be_storage();
+ 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);
+ RID render_buffers_get_back_depth_texture(RID p_render_buffers);
RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
RID render_buffers_get_default_voxel_gi_buffer();
RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
@@ -1156,30 +1223,34 @@ 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) override;
+ virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
+
+ virtual void decals_set_filter(RS::DecalFilter p_filter) override;
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
- virtual void shadows_quality_set(RS::ShadowQuality p_quality);
- virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality);
_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; }
@@ -1195,21 +1266,24 @@ public:
_FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
_FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
+ _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
+ _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
+
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();
@@ -1218,13 +1292,15 @@ 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;
virtual bool is_volumetric_supported() const;
virtual uint32_t get_max_elements() const;
+ void init();
+
RendererSceneRenderRD(RendererStorageRD *p_storage);
~RendererSceneRenderRD();
};
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 1aa01dd16e..9e85608f1e 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -92,8 +92,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
-
- ERR_FAIL_COND(err != OK);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
if (version.is_null()) {
version = scene_singleton->sky.sky_shader.shader.version_create();
@@ -230,96 +229,76 @@ 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
- }
+ 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);
+}
- //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();
- }
- }
+RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
- //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());
- }
+////////////////////////////////////////////////////////////////////////////////
+// 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;
+}
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
+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 ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
+ memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
- //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();
- }
+ 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 && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
+ RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
- 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;
- }
+ RD::DrawListID draw_list = p_list;
- 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;
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format, false, RD::get_singleton()->draw_list_get_current_pass()));
+ // Update uniform sets.
{
- 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);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
+ if (RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a 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);
}
////////////////////////////////////////////////////////////////////////////////
@@ -336,12 +315,16 @@ void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
coefficient_buffer = RID();
}
-void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers) {
+void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
//recreate radiance and all data
int mipmaps = p_mipmaps;
uint32_t w = p_size, h = p_size;
+ EffectsRD *effects = p_storage->get_effects();
+ ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = effects->get_prefer_raster_effects();
+
if (p_use_array) {
int num_layers = p_low_quality ? 8 : p_roughness_layers;
@@ -400,9 +383,9 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int
}
radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
-
+ RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.format = p_texture_format;
tf.width = 64; // Always 64x64
tf.height = 64;
tf.texture_type = RD::TEXTURE_TYPE_CUBE;
@@ -411,6 +394,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
{
uint32_t mmw = 64;
uint32_t mmh = 64;
@@ -420,6 +404,18 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int
mm.size.width = mmw;
mm.size.height = mmh;
mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
+ RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
+ if (prefer_raster_effects) {
+ // we need a framebuffer for each side of our cubemap
+
+ for (int k = 0; k < 6; k++) {
+ mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
+ RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
+ Vector<RID> fbtex;
+ fbtex.push_back(mm.views[k]);
+ mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
+ }
+ }
mmw = MAX(1, mmw >> 1);
mmh = MAX(1, mmh >> 1);
@@ -428,50 +424,128 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int
}
void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
- p_storage->get_effects()->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
+ EffectsRD *effects = p_storage->get_effects();
+ ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = effects->get_prefer_raster_effects();
+
+ if (prefer_raster_effects) {
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
+ }
- for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
- p_storage->get_effects()->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
- }
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
+ }
+ }
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
- Vector<RID> views;
- if (p_use_arrays) {
- for (int i = 1; i < layers.size(); i++) {
- views.push_back(layers[i].views[0]);
+ if (p_use_arrays) {
+ RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
+ for (int i = 0; i < layers.size(); i++) {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
+ }
+ }
+ } else {
+ RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
+ for (int j = 0; j < layers[0].mipmaps.size(); j++) {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
+ }
+ }
}
+ RD::get_singleton()->draw_command_end_label(); // Filter radiance
} else {
- for (int i = 1; i < layers[0].views.size(); i++) {
- views.push_back(layers[0].views[i]);
+ effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
+
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
+ }
+
+ Vector<RID> views;
+ if (p_use_arrays) {
+ for (int i = 1; i < layers.size(); i++) {
+ views.push_back(layers[i].views[0]);
+ }
+ } else {
+ for (int i = 1; i < layers[0].views.size(); i++) {
+ views.push_back(layers[0].views[i]);
+ }
}
- }
- p_storage->get_effects()->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
+ effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
+ }
}
void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
- if (p_use_arrays) {
- //render directly to the layers
- p_storage->get_effects()->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
+ EffectsRD *effects = p_storage->get_effects();
+ ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = effects->get_prefer_raster_effects();
+
+ if (prefer_raster_effects) {
+ // Need to ask clayjohn but p_cube_side is set to 10, looks like in the compute shader we're doing all 6 sides in one call
+ // here we need to do them one by one so ignoring p_cube_side
+ if (p_use_arrays) {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_roughness_raster(
+ radiance_base_cubemap,
+ layers[p_base_layer].mipmaps[0].framebuffers[k],
+ k,
+ p_sky_ggx_samples_quality,
+ float(p_base_layer) / (layers.size() - 1.0),
+ layers[p_base_layer].mipmaps[0].size.x);
+ }
+ } else {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_roughness_raster(
+ layers[0].views[p_base_layer - 1],
+ layers[0].mipmaps[p_base_layer].framebuffers[k],
+ k,
+ p_sky_ggx_samples_quality,
+ float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
+ layers[0].mipmaps[p_base_layer].size.x);
+ }
+ }
} else {
- p_storage->get_effects()->cubemap_roughness(
- layers[0].views[p_base_layer - 1],
- layers[0].views[p_base_layer],
- p_cube_side,
- p_sky_ggx_samples_quality,
- float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
- layers[0].mipmaps[p_base_layer].size.x);
+ if (p_use_arrays) {
+ //render directly to the layers
+ effects->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
+ } else {
+ effects->cubemap_roughness(
+ layers[0].views[p_base_layer - 1],
+ layers[0].views[p_base_layer],
+ p_cube_side,
+ p_sky_ggx_samples_quality,
+ float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
+ layers[0].mipmaps[p_base_layer].size.x);
+ }
}
}
void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
+ EffectsRD *effects = p_storage->get_effects();
+ ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = effects->get_prefer_raster_effects();
+
+ RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
for (int i = p_start; i < p_end; i++) {
for (int j = 0; j < layers[i].views.size() - 1; j++) {
RID view = layers[i].views[j];
- RID texture = layers[i].views[j + 1];
Size2i size = layers[i].mipmaps[j + 1].size;
- p_storage->get_effects()->cubemap_downsample(view, texture, size);
+ if (prefer_raster_effects) {
+ for (int k = 0; k < 6; k++) {
+ RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
+ effects->cubemap_downsample_raster(view, framebuffer, k, size);
+ }
+ } else {
+ RID texture = layers[i].views[j + 1];
+ effects->cubemap_downsample(view, texture, size);
+ }
}
}
+ RD::get_singleton()->draw_command_end_label();
}
////////////////////////////////////////////////////////////////////////////////
@@ -628,7 +702,7 @@ 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++) {
@@ -780,7 +854,13 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_shader.default_shader = storage->shader_allocate();
storage->shader_initialize(sky_shader.default_shader);
- storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
+ storage->shader_set_code(sky_shader.default_shader, R"(
+shader_type sky;
+
+void sky() {
+ COLOR = vec3(0.0);
+}
+)");
sky_shader.default_material = storage->material_allocate();
storage->material_initialize(sky_shader.default_material);
@@ -861,7 +941,15 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_scene_state.fog_shader = storage->shader_allocate();
storage->shader_initialize(sky_scene_state.fog_shader);
- storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
+ storage->shader_set_code(sky_scene_state.fog_shader, R"(
+shader_type sky;
+
+uniform vec4 clear_color;
+
+void sky() {
+ COLOR = clear_color.rgb;
+}
+)");
sky_scene_state.fog_material = storage->material_allocate();
storage->material_initialize(sky_scene_state.fog_material);
@@ -892,6 +980,45 @@ 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);
+ }
+}
+
+void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) {
+ texture_format = p_texture_format;
+}
+
+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) {
@@ -1144,6 +1271,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
cm = correction * cm;
if (shader_data->uses_quarter_res) {
+ RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
Vector<Color> clear_colors;
@@ -1151,17 +1279,18 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::DrawListID cubemap_draw_list;
for (int i = 0; i < 6; i++) {
- Transform3D local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
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, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
+ RD::get_singleton()->draw_command_end_label();
}
if (shader_data->uses_half_res) {
+ RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
Vector<Color> clear_colors;
@@ -1169,28 +1298,29 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::DrawListID cubemap_draw_list;
for (int i = 0; i < 6; i++) {
- Transform3D local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
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, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
+ RD::get_singleton()->draw_command_end_label();
}
RD::DrawListID cubemap_draw_list;
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
+ RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
for (int i = 0; i < 6; i++) {
- Transform3D local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
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, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
+ RD::get_singleton()->draw_command_end_label();
if (sky_mode == RS::SKY_MODE_REALTIME) {
sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
@@ -1305,7 +1435,7 @@ 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 +1448,7 @@ 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();
}
@@ -1332,10 +1462,183 @@ 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();
}
+void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+ ERR_FAIL_COND(!p_env);
+
+ ERR_FAIL_COND(p_view_count == 0);
+ ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
+
+ Sky *sky = get_sky(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ SkyMaterialData *material = nullptr;
+ RID sky_material;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(p_env->sky);
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+ }
+
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ SkyShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ Basis sky_transform = p_env->sky_orientation;
+ sky_transform.invert();
+
+ float multiplier = p_env->bg_energy;
+ float custom_fov = p_env->sky_custom_fov;
+
+ // Camera
+ CameraMatrix camera;
+ uint32_t view_count = p_view_count;
+ const CameraMatrix *projections = p_projections;
+
+ if (custom_fov) {
+ // With custom fov we don't support stereo...
+ float near_plane = p_projections[0].get_z_near();
+ float far_plane = p_projections[0].get_z_far();
+ float aspect = p_projections[0].get_aspect();
+
+ camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
+
+ view_count = 1;
+ projections = &camera;
+ }
+
+ sky_transform = p_transform.basis * sky_transform;
+
+ if (shader_data->uses_quarter_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
+
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+
+ Vector<Color> clear_colors;
+ 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);
+ _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();
+ }
+
+ if (shader_data->uses_half_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
+
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+
+ Vector<Color> clear_colors;
+ 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);
+ _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();
+ }
+}
+
+void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+ ERR_FAIL_COND(!p_env);
+
+ ERR_FAIL_COND(p_view_count == 0);
+ ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
+
+ Sky *sky = get_sky(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ SkyMaterialData *material = nullptr;
+ RID sky_material;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(p_env->sky);
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+ }
+
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ SkyShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ Basis sky_transform = p_env->sky_orientation;
+ sky_transform.invert();
+
+ float multiplier = p_env->bg_energy;
+ float custom_fov = p_env->sky_custom_fov;
+
+ // Camera
+ CameraMatrix camera;
+ uint32_t view_count = p_view_count;
+ const CameraMatrix *projections = p_projections;
+
+ if (custom_fov) {
+ // With custom fov we don't support stereo...
+ float near_plane = p_projections[0].get_z_near();
+ float far_plane = p_projections[0].get_z_far();
+ float aspect = p_projections[0].get_aspect();
+
+ camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
+
+ view_count = 1;
+ projections = &camera;
+ }
+
+ sky_transform = p_transform.basis * sky_transform;
+
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
+
+ RID texture_uniform_set;
+ if (sky) {
+ texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+ } else {
+ texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
+ }
+
+ _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+}
+
void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
if (!p_sky->dirty) {
p_sky->dirty = true;
@@ -1367,7 +1670,7 @@ void RendererSceneSkyRD::update_dirty_skys() {
//array (higher quality, 6 times more memory)
RD::TextureFormat tf;
tf.array_layers = layers * 6;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.format = texture_format;
tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
tf.mipmaps = mipmaps;
tf.width = w;
@@ -1376,13 +1679,13 @@ void RendererSceneSkyRD::update_dirty_skys() {
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
- sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
+ sky->reflection.update_reflection_data(storage, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
} else {
//regular cubemap, lower quality (aliasing, less memory)
RD::TextureFormat tf;
tf.array_layers = 6;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.format = texture_format;
tf.texture_type = RD::TEXTURE_TYPE_CUBE;
tf.mipmaps = MIN(mipmaps, layers);
tf.width = w;
@@ -1391,7 +1694,7 @@ void RendererSceneSkyRD::update_dirty_skys() {
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
- sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
+ sky->reflection.update_reflection_data(storage, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
}
texture_set_dirty = true;
}
@@ -1399,7 +1702,7 @@ void RendererSceneSkyRD::update_dirty_skys() {
// Create subpass buffers if they haven't been created already
if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tformat.format = texture_format;
tformat.width = sky->screen_size.x / 2;
tformat.height = sky->screen_size.y / 2;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
@@ -1414,7 +1717,7 @@ void RendererSceneSkyRD::update_dirty_skys() {
if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tformat.format = texture_format;
tformat.width = sky->screen_size.x / 4;
tformat.height = sky->screen_size.y / 4;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index 200902bff2..7b670bddd5 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 +52,23 @@ 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;
+ RD::DataFormat texture_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+
+ RID index_buffer;
+ RID index_array;
+
enum SkyTextureSetVersion {
SKY_TEXTURE_SET_BACKGROUND,
SKY_TEXTURE_SET_HALF_RES,
@@ -80,16 +94,53 @@ 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;
@@ -140,6 +191,10 @@ public:
struct Mipmap {
RID view;
Size2i size;
+
+ // for mobile only
+ RID views[6];
+ RID framebuffers[6];
};
Vector<Mipmap> mipmaps;
};
@@ -154,46 +209,12 @@ public:
Vector<Layer> layers;
void clear_reflection_data();
- void update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers);
+ void update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format);
void create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays);
void create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality);
void update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end);
};
- 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 +229,12 @@ 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();
};
@@ -270,12 +288,15 @@ public:
static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader);
RendererSceneSkyRD();
-
void init(RendererStorageRD *p_storage);
+ void set_texture_format(RD::DataFormat p_texture_format);
+ ~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);
void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
+ void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
+ void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
void invalidate_sky(Sky *p_sky);
void update_dirty_skys();
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 246b5f0e4c..8cc20618fc 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 */
@@ -2436,6 +2531,8 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
+ ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES);
+
#ifdef DEBUG_ENABLED
//do a validation, to catch errors first
{
@@ -2463,7 +2560,7 @@ 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 +2648,7 @@ 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;
}
}
}
@@ -2618,9 +2716,7 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
mesh->surfaces[mesh->surface_count] = s;
mesh->surface_count++;
- for (List<MeshInstance *>::Element *E = mesh->instances.front(); E; E = E->next()) {
- //update instances
- MeshInstance *mi = E->get();
+ for (MeshInstance *mi : mesh->instances) {
_mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
}
@@ -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);
@@ -2907,8 +3027,7 @@ void RendererStorageRD::mesh_clear(RID p_mesh) {
mesh->surface_count = 0;
mesh->material_cache.clear();
//clear instance data
- for (List<MeshInstance *>::Element *E = mesh->instances.front(); E; E = E->next()) {
- MeshInstance *mi = E->get();
+ for (MeshInstance *mi : mesh->instances) {
_mesh_instance_clear(mi);
}
mesh->has_bone_weights = false;
@@ -2934,7 +3053,8 @@ 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 +3066,7 @@ 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 +3353,8 @@ 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: {
@@ -3333,6 +3453,7 @@ void RendererStorageRD::multimesh_allocate_data(RID p_multimesh, int p_instances
if (multimesh->buffer.is_valid()) {
RD::get_singleton()->free(multimesh->buffer);
multimesh->buffer = RID();
+ multimesh->uniform_set_2d = RID(); //cleared by dependency
multimesh->uniform_set_3d = RID(); //cleared by dependency
}
@@ -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);
@@ -3970,7 +4092,7 @@ void RendererStorageRD::particles_set_amount(RID p_particles, int p_amount) {
particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
}
-void RendererStorageRD::particles_set_lifetime(RID p_particles, float p_lifetime) {
+void RendererStorageRD::particles_set_lifetime(RID p_particles, double p_lifetime) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->lifetime = p_lifetime;
@@ -3982,17 +4104,17 @@ void RendererStorageRD::particles_set_one_shot(RID p_particles, bool p_one_shot)
particles->one_shot = p_one_shot;
}
-void RendererStorageRD::particles_set_pre_process_time(RID p_particles, float p_time) {
+void RendererStorageRD::particles_set_pre_process_time(RID p_particles, double p_time) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->pre_process_time = p_time;
}
-void RendererStorageRD::particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {
+void RendererStorageRD::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->explosiveness = p_ratio;
}
-void RendererStorageRD::particles_set_randomness_ratio(RID p_particles, float p_ratio) {
+void RendererStorageRD::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->randomness = p_ratio;
@@ -4005,7 +4127,7 @@ void RendererStorageRD::particles_set_custom_aabb(RID p_particles, const AABB &p
particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
-void RendererStorageRD::particles_set_speed_scale(RID p_particles, float p_scale) {
+void RendererStorageRD::particles_set_speed_scale(RID p_particles, double p_scale) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
@@ -4048,7 +4170,7 @@ void RendererStorageRD::particles_set_fractional_delta(RID p_particles, bool p_e
particles->fractional_delta = p_enable;
}
-void RendererStorageRD::particles_set_trails(RID p_particles, bool p_enable, float p_length) {
+void RendererStorageRD::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
ERR_FAIL_COND(p_length < 0.1);
@@ -4084,7 +4206,7 @@ void RendererStorageRD::particles_set_trail_bind_poses(RID p_particles, const Ve
particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
}
-void RendererStorageRD::particles_set_collision_base_size(RID p_particles, float p_size) {
+void RendererStorageRD::particles_set_collision_base_size(RID p_particles, real_t p_size) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
@@ -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());
@@ -4317,7 +4443,7 @@ void RendererStorageRD::particles_set_canvas_sdf_collision(RID p_particles, bool
particles->sdf_collision_texture = p_texture;
}
-void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta) {
+void RendererStorageRD::_particles_process(Particles *p_particles, double p_delta) {
if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
Vector<RD::Uniform> uniforms;
@@ -4366,7 +4492,7 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1);
}
- float new_phase = Math::fmod((float)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, (float)1.0);
+ double new_phase = Math::fmod((double)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
//move back history (if there is any)
for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) {
@@ -4834,7 +4960,7 @@ void RendererStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &
RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
RD::get_singleton()->compute_list_end();
- effects.sort_buffer(particles->particles_sort_uniform_set, particles->amount);
+ effects->sort_buffer(particles->particles_sort_uniform_set, particles->amount);
}
copy_push_constant.total_particles *= copy_push_constant.total_particles;
@@ -5006,14 +5132,14 @@ void RendererStorageRD::update_particles() {
bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
if (particles->clear && particles->pre_process_time > 0.0) {
- float frame_time;
+ double frame_time;
if (fixed_fps > 0) {
frame_time = 1.0 / fixed_fps;
} else {
frame_time = 1.0 / 30.0;
}
- float todo = particles->pre_process_time;
+ double todo = particles->pre_process_time;
while (todo >= 0) {
_particles_process(particles, frame_time);
@@ -5022,8 +5148,8 @@ void RendererStorageRD::update_particles() {
}
if (fixed_fps > 0) {
- float frame_time;
- float decr;
+ double frame_time;
+ double decr;
if (zero_time_scale) {
frame_time = 0.0;
decr = 1.0 / fixed_fps;
@@ -5031,13 +5157,13 @@ void RendererStorageRD::update_particles() {
frame_time = 1.0 / fixed_fps;
decr = frame_time;
}
- float delta = RendererCompositorRD::singleton->get_frame_delta_time();
+ double delta = RendererCompositorRD::singleton->get_frame_delta_time();
if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
delta = 0.1;
} else if (delta <= 0.0) { //unlikely but..
delta = 0.001;
}
- float todo = particles->frame_remainder + delta;
+ double todo = particles->frame_remainder + delta;
while (todo >= frame_time) {
_particles_process(particles, frame_time);
@@ -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;
@@ -5141,8 +5268,7 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
actions.uniforms = &uniforms;
Error err = base_singleton->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
-
- ERR_FAIL_COND(err != OK);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
if (version.is_null()) {
version = base_singleton->particles_shader.shader.version_create();
@@ -5252,94 +5378,14 @@ 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) {
@@ -5417,7 +5463,7 @@ void RendererStorageRD::particles_collision_set_cull_mask(RID p_particles_collis
particles_collision->cull_mask = p_cull_mask;
}
-void RendererStorageRD::particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius) {
+void RendererStorageRD::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
@@ -5433,21 +5479,21 @@ void RendererStorageRD::particles_collision_set_box_extents(RID p_particles_coll
particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
-void RendererStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) {
+void RendererStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->attractor_strength = p_strength;
}
-void RendererStorageRD::particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality) {
+void RendererStorageRD::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->attractor_directionality = p_directionality;
}
-void RendererStorageRD::particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve) {
+void RendererStorageRD::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
@@ -5839,6 +5885,10 @@ void RendererStorageRD::light_set_param(RID p_light, RS::LightParam p_param, flo
ERR_FAIL_COND(!light);
ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX);
+ if (light->param[p_param] == p_value) {
+ return;
+ }
+
switch (p_param) {
case RS::LIGHT_PARAM_RANGE:
case RS::LIGHT_PARAM_SPOT_ANGLE:
@@ -5852,6 +5902,12 @@ void RendererStorageRD::light_set_param(RID p_light, RS::LightParam p_param, flo
light->version++;
light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
} break;
+ case RS::LIGHT_PARAM_SIZE: {
+ if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) {
+ //changing from no size to size and the opposite
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
+ }
+ } break;
default: {
}
}
@@ -5888,8 +5944,11 @@ void RendererStorageRD::light_set_projector(RID p_light, RID p_texture) {
light->projector = p_texture;
- if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) {
- texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
+ if (light->type != RS::LIGHT_DIRECTIONAL) {
+ if (light->projector.is_valid()) {
+ texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
+ }
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
}
}
@@ -6003,20 +6062,6 @@ 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 +6655,6 @@ 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);
@@ -7516,7 +7535,7 @@ void RendererStorageRD::render_target_copy_to_back_buffer(RID p_render_target, c
//single texture copy for backbuffer
//RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
- effects.copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
+ effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
if (!p_gen_mipmaps) {
return;
@@ -7532,7 +7551,7 @@ void RendererStorageRD::render_target_copy_to_back_buffer(RID p_render_target, c
region.size.y = MAX(1, region.size.y >> 1);
const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i];
- effects.gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
+ effects->gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
prev_texture = mm.mipmap;
}
}
@@ -7555,7 +7574,7 @@ void RendererStorageRD::render_target_clear_back_buffer(RID p_render_target, con
}
//single texture copy for backbuffer
- effects.set_color(rt->backbuffer_mipmap0, p_color, region, true);
+ effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
}
void RendererStorageRD::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
@@ -7585,7 +7604,7 @@ void RendererStorageRD::render_target_gen_back_buffer_mipmaps(RID p_render_targe
region.size.y = MAX(1, region.size.y >> 1);
const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i];
- effects.gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
+ effects->gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
prev_texture = mm.mipmap;
}
}
@@ -7906,14 +7925,14 @@ void RendererStorageRD::_update_decal_atlas() {
while ((K = decal_atlas.textures.next(K))) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(*K);
Texture *src_tex = texture_owner.getornull(*K);
- effects.copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
+ effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
}
RD::get_singleton()->draw_list_end();
prev_texture = mm.texture;
} else {
- effects.copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
+ effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
prev_texture = mm.texture;
}
} else {
@@ -8333,6 +8352,9 @@ 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;
@@ -8388,10 +8410,10 @@ void RendererStorageRD::global_variables_load_settings(bool p_load_textures) {
List<PropertyInfo> settings;
ProjectSettings::get_singleton()->get_property_list(&settings);
- for (List<PropertyInfo>::Element *E = settings.front(); E; E = E->next()) {
- if (E->get().name.begins_with("shader_globals/")) {
- StringName name = E->get().name.get_slice("/", 1);
- Dictionary d = ProjectSettings::get_singleton()->get(E->get().name);
+ for (const PropertyInfo &E : settings) {
+ if (E.name.begins_with("shader_globals/")) {
+ StringName name = E.name.get_slice("/", 1);
+ Dictionary d = ProjectSettings::get_singleton()->get(E.name);
ERR_CONTINUE(!d.has("type"));
ERR_CONTINUE(!d.has("value"));
@@ -8559,8 +8581,8 @@ void RendererStorageRD::_update_global_variables() {
if (global_variables.must_update_buffer_materials) {
// only happens in the case of a buffer variable added or removed,
// so not often.
- for (List<RID>::Element *E = global_variables.materials_using_buffer.front(); E; E = E->next()) {
- Material *material = material_owner.getornull(E->get());
+ for (const RID &E : global_variables.materials_using_buffer) {
+ Material *material = material_owner.getornull(E);
ERR_CONTINUE(!material); //wtf
_material_queue_update(material, true, false);
@@ -8572,8 +8594,8 @@ void RendererStorageRD::_update_global_variables() {
if (global_variables.must_update_texture_materials) {
// only happens in the case of a buffer variable added or removed,
// so not often.
- for (List<RID>::Element *E = global_variables.materials_using_texture.front(); E; E = E->next()) {
- Material *material = material_owner.getornull(E->get());
+ for (const RID &E : global_variables.materials_using_texture) {
+ Material *material = material_owner.getornull(E);
ERR_CONTINUE(!material); //wtf
_material_queue_update(material, false, true);
@@ -8657,8 +8679,6 @@ 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 +8694,6 @@ 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 +8721,6 @@ 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();
@@ -8788,8 +8804,13 @@ bool RendererStorageRD::free(RID p_rid) {
return true;
}
+void RendererStorageRD::init_effects(bool p_prefer_raster_effects) {
+ effects = memnew(EffectsRD(p_prefer_raster_effects));
+}
+
EffectsRD *RendererStorageRD::get_effects() {
- return &effects;
+ ERR_FAIL_NULL_V_MSG(effects, nullptr, "Effects haven't been initialised yet.");
+ return effects;
}
void RendererStorageRD::capture_timestamps_begin() {
@@ -8820,6 +8841,29 @@ 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 +8884,6 @@ 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;
@@ -9085,26 +9128,42 @@ RendererStorageRD::RendererStorageRD() {
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
@@ -9251,15 +9310,6 @@ RendererStorageRD::RendererStorageRD() {
}
}
- {
- Vector<String> sdf_versions;
- sdf_versions.push_back(""); //one only
- voxel_gi_sdf_shader.initialize(sdf_versions);
- voxel_gi_sdf_shader_version = voxel_gi_sdf_shader.version_create();
- voxel_gi_sdf_shader_version_shader = voxel_gi_sdf_shader.version_get_shader(voxel_gi_sdf_shader_version, 0);
- voxel_gi_sdf_shader_pipeline = RD::get_singleton()->compute_pipeline_create(voxel_gi_sdf_shader_version_shader);
- }
-
using_lightmap_array = true; // high end
if (using_lightmap_array) {
uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
@@ -9347,7 +9397,13 @@ RendererStorageRD::RendererStorageRD() {
// default material and shader for particles shader
particles_shader.default_shader = shader_allocate();
shader_initialize(particles_shader.default_shader);
- shader_set_code(particles_shader.default_shader, "shader_type particles; void process() { COLOR = vec4(1.0); } \n");
+ shader_set_code(particles_shader.default_shader, R"(
+shader_type particles;
+
+void process() {
+ COLOR = vec4(1.0);
+}
+)");
particles_shader.default_material = material_allocate();
material_initialize(particles_shader.default_material);
material_set_shader(particles_shader.default_material, particles_shader.default_shader);
@@ -9473,7 +9529,6 @@ RendererStorageRD::~RendererStorageRD() {
RD::get_singleton()->free(mesh_default_rd_buffers[i]);
}
- voxel_gi_sdf_shader.version_free(voxel_gi_sdf_shader_version);
particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
rt_sdf.shader.version_free(rt_sdf.shader_version);
@@ -9491,4 +9546,9 @@ RendererStorageRD::~RendererStorageRD() {
if (decal_atlas.texture.is_valid()) {
RD::get_singleton()->free(decal_atlas.texture);
}
+
+ if (effects) {
+ memdelete(effects);
+ effects = NULL;
+ }
}
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index ab470cb3a6..02395a884f 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;
@@ -649,7 +663,7 @@ private:
uint32_t type;
uint32_t texture_index; //texture index for vector field
- float scale;
+ real_t scale;
uint32_t pad[2];
};
@@ -658,8 +672,8 @@ private:
float prev_system_phase;
uint32_t cycle;
- float explosiveness;
- float randomness;
+ real_t explosiveness;
+ real_t randomness;
float time;
float delta;
@@ -701,14 +715,14 @@ private:
struct Particles {
RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
bool inactive = true;
- float inactive_time = 0.0;
+ double inactive_time = 0.0;
bool emitting = false;
bool one_shot = false;
int amount = 0;
- float lifetime = 1.0;
- float pre_process_time = 0.0;
- float explosiveness = 0.0;
- float randomness = 0.0;
+ double lifetime = 1.0;
+ double pre_process_time = 0.0;
+ real_t explosiveness = 0.0;
+ real_t randomness = 0.0;
bool restart_request = false;
AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
bool use_local_coords = true;
@@ -752,20 +766,20 @@ private:
RID sub_emitter;
- float phase = 0.0;
- float prev_phase = 0.0;
+ double phase = 0.0;
+ double prev_phase = 0.0;
uint64_t prev_ticks = 0;
uint32_t random_seed = 0;
uint32_t cycle_number = 0;
- float speed_scale = 1.0;
+ double speed_scale = 1.0;
int fixed_fps = 30;
bool interpolate = true;
bool fractional_delta = false;
- float frame_remainder = 0;
- float collision_base_size = 0.01;
+ double frame_remainder = 0;
+ real_t collision_base_size = 0.01;
bool clear = true;
@@ -782,7 +796,7 @@ private:
Dependency dependency;
- float trail_length = 1.0;
+ double trail_length = 1.0;
bool trails_enabled = false;
LocalVector<ParticlesFrameParams> frame_history;
LocalVector<ParticlesFrameParams> trail_params;
@@ -791,7 +805,7 @@ private:
}
};
- void _particles_process(Particles *p_particles, float p_delta);
+ void _particles_process(Particles *p_particles, double p_delta);
void _particles_allocate_emission_buffer(Particles *particles);
void _particles_free_data(Particles *particles);
void _particles_update_buffers(Particles *particles);
@@ -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;
@@ -1092,11 +1100,6 @@ private:
Dependency dependency;
};
- VoxelGiSdfShaderRD voxel_gi_sdf_shader;
- RID voxel_gi_sdf_shader_version;
- RID voxel_gi_sdf_shader_version_shader;
- RID voxel_gi_sdf_shader_pipeline;
-
mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
/* REFLECTION PROBE */
@@ -1282,7 +1285,7 @@ private:
void _update_global_variables();
/* EFFECTS */
- EffectsRD effects;
+ EffectsRD *effects = NULL;
public:
virtual bool can_create_resources_async() const;
@@ -1298,7 +1301,6 @@ 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 +1459,9 @@ 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 +1530,18 @@ 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 +1552,9 @@ 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 +1761,6 @@ 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 +1829,6 @@ 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);
@@ -1888,6 +1883,13 @@ public:
return light->shadow;
}
+ _FORCE_INLINE_ bool light_has_projector(RID p_light) const {
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return texture_owner.owns(light->projector);
+ }
+
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
@@ -2056,12 +2058,6 @@ 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;
@@ -2143,22 +2139,22 @@ public:
void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode);
void particles_set_emitting(RID p_particles, bool p_emitting);
void particles_set_amount(RID p_particles, int p_amount);
- void particles_set_lifetime(RID p_particles, float p_lifetime);
+ void particles_set_lifetime(RID p_particles, double p_lifetime);
void particles_set_one_shot(RID p_particles, bool p_one_shot);
- void particles_set_pre_process_time(RID p_particles, float p_time);
- void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
- void particles_set_randomness_ratio(RID p_particles, float p_ratio);
+ void particles_set_pre_process_time(RID p_particles, double p_time);
+ void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio);
+ void particles_set_randomness_ratio(RID p_particles, real_t p_ratio);
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
- void particles_set_speed_scale(RID p_particles, float p_scale);
+ void particles_set_speed_scale(RID p_particles, double p_scale);
void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
void particles_set_process_material(RID p_particles, RID p_material);
void particles_set_fixed_fps(RID p_particles, int p_fps);
void particles_set_interpolate(RID p_particles, bool p_enable);
void particles_set_fractional_delta(RID p_particles, bool p_enable);
- void particles_set_collision_base_size(RID p_particles, float p_size);
+ void particles_set_collision_base_size(RID p_particles, real_t p_size);
void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align);
- void particles_set_trails(RID p_particles, bool p_enable, float p_length);
+ void particles_set_trails(RID p_particles, bool p_enable, double p_length);
void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses);
void particles_restart(RID p_particles);
@@ -2251,11 +2247,11 @@ public:
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type);
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask);
- virtual void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius); //for spheres
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius); //for spheres
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents); //for non-spheres
- virtual void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength);
- virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality);
- virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve);
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength);
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality);
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve);
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture); //for SDF and vector field, heightfield is dynamic
virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field
@@ -2350,13 +2346,16 @@ 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);
@@ -2370,6 +2369,7 @@ public:
static RendererStorageRD *base_singleton;
+ void init_effects(bool p_prefer_raster_effects);
EffectsRD *get_effects();
RendererStorageRD();
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index b347197289..bad37f5c25 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -213,7 +213,7 @@ static String _interpstr(SL::DataInterpolation p_interp) {
return "";
}
-static String _prestr(SL::DataPrecision p_pres) {
+static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) {
switch (p_pres) {
case SL::PRECISION_LOWP:
return "lowp ";
@@ -222,7 +222,7 @@ static String _prestr(SL::DataPrecision p_pres) {
case SL::PRECISION_HIGHP:
return "highp ";
case SL::PRECISION_DEFAULT:
- return "";
+ return p_force_highp ? "highp " : "";
}
return "";
}
@@ -571,7 +571,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
max_texture_uniforms++;
} else {
if (E->get().scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue; //instances are indexed directly, dont need index uniforms
+ continue; // Instances are indexed directly, don't need index uniforms.
}
max_uniforms++;
@@ -605,7 +605,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
if (uniform.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
//insert, but don't generate any code.
p_actions.uniforms->insert(uniform_name, uniform);
- continue; //instances are indexed directly, dont need index uniforms
+ continue; // Instances are indexed directly, don't need index uniforms.
}
if (SL::is_sampler_type(uniform.type)) {
ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + uniform.texture_order) + ") uniform ";
@@ -617,7 +617,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
//this is an integer to index the global table
ucode += _typestr(ShaderLanguage::TYPE_UINT);
} else {
- ucode += _prestr(uniform.precision);
+ ucode += _prestr(uniform.precision, ShaderLanguage::is_float_type(uniform.type));
ucode += _typestr(uniform.type);
}
@@ -742,7 +742,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
String vcode;
String interp_mode = _interpstr(varying.interpolation);
- vcode += _prestr(varying.precision);
+ vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type));
vcode += _typestr(varying.type);
vcode += " " + _mkid(varying_name);
if (varying.array_size > 0) {
@@ -760,11 +760,11 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
if (var_frag_to_light.size() > 0) {
String gcode = "\n\nstruct {\n";
- for (List<Pair<StringName, SL::ShaderNode::Varying>>::Element *E = var_frag_to_light.front(); E; E = E->next()) {
- gcode += "\t" + _prestr(E->get().second.precision) + _typestr(E->get().second.type) + " " + _mkid(E->get().first);
- if (E->get().second.array_size > 0) {
+ for (const Pair<StringName, SL::ShaderNode::Varying> &E : var_frag_to_light) {
+ gcode += "\t" + _prestr(E.second.precision) + _typestr(E.second.type) + " " + _mkid(E.first);
+ if (E.second.array_size > 0) {
gcode += "[";
- gcode += itos(E->get().second.array_size);
+ gcode += itos(E.second.array_size);
gcode += "]";
}
gcode += ";\n";
@@ -777,7 +777,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
const SL::ShaderNode::Constant &cnode = pnode->vconstants[i];
String gcode;
gcode += "const ";
- gcode += _prestr(cnode.precision);
+ gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type));
if (cnode.type == SL::TYPE_STRUCT) {
gcode += _mkid(cnode.type_str);
} else {
@@ -887,7 +887,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::VariableNode *vnode = (SL::VariableNode *)p_node;
bool use_fragment_varying = false;
- if (!(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
+ if (!vnode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
if (p_assigning) {
if (shader->varyings.has(vnode->name)) {
use_fragment_varying = true;
@@ -1037,7 +1037,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::ArrayNode *anode = (SL::ArrayNode *)p_node;
bool use_fragment_varying = false;
- if (!(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
+ if (!anode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
if (anode->assign_expression != nullptr && shader->varyings.has(anode->name)) {
use_fragment_varying = true;
} else {
@@ -1351,7 +1351,13 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
if (err != OK) {
Vector<String> shader = p_code.split("\n");
for (int i = 0; i < shader.size(); i++) {
- print_line(itos(i + 1) + " " + shader[i]);
+ if (i + 1 == parser.get_error_line()) {
+ // Mark the error line to be visible without having to look at
+ // the trace at the end.
+ print_line(vformat("E%4d-> %s", i + 1, shader[i]));
+ } else {
+ print_line(vformat("%5d | %s", i + 1, shader[i]));
+ }
}
_err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
@@ -1388,8 +1394,8 @@ void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
ShaderLanguage::get_builtin_funcs(&func_list);
- for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
- internal_functions.insert(E->get());
+ for (const String &E : func_list) {
+ internal_functions.insert(E);
}
texture_functions.insert("texture");
texture_functions.insert("textureProj");
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 27305cc938..82efa1318c 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -116,8 +116,10 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con
}
StringBuilder tohash;
- tohash.append("[VersionKey]");
- tohash.append(RenderingDevice::get_singleton()->shader_get_cache_key());
+ tohash.append("[SpirvCacheKey]");
+ tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
+ tohash.append("[BinaryCacheKey]");
+ tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
tohash.append("[Vertex]");
tohash.append(p_vertex_code ? p_vertex_code : "");
tohash.append("[Fragment]");
@@ -144,12 +146,14 @@ void ShaderRD::_clear_version(Version *p_version) {
//clear versions if they exist
if (p_version->variants) {
for (int i = 0; i < variant_defines.size(); i++) {
- RD::get_singleton()->free(p_version->variants[i]);
+ if (variants_enabled[i]) {
+ RD::get_singleton()->free(p_version->variants[i]);
+ }
}
memdelete_arr(p_version->variants);
- if (p_version->variant_stages) {
- memdelete_arr(p_version->variant_stages);
+ if (p_version->variant_data) {
+ memdelete_arr(p_version->variant_data);
}
p_version->variants = nullptr;
}
@@ -203,7 +207,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
return; //variant is disabled, return
}
- Vector<RD::ShaderStageData> &stages = p_version->variant_stages[p_variant];
+ Vector<RD::ShaderStageSPIRVData> stages;
String error;
String current_source;
@@ -217,8 +221,8 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX]);
current_source = builder.as_string();
- RD::ShaderStageData stage;
- stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
+ RD::ShaderStageSPIRVData stage;
+ stage.spir_v = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
if (stage.spir_v.size() == 0) {
build_ok = false;
} else {
@@ -235,8 +239,8 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT]);
current_source = builder.as_string();
- RD::ShaderStageData stage;
- stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
+ RD::ShaderStageSPIRVData stage;
+ stage.spir_v = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
if (stage.spir_v.size() == 0) {
build_ok = false;
} else {
@@ -254,8 +258,8 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
current_source = builder.as_string();
- RD::ShaderStageData stage;
- stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
+ RD::ShaderStageSPIRVData stage;
+ stage.spir_v = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
if (stage.spir_v.size() == 0) {
build_ok = false;
} else {
@@ -275,10 +279,15 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
return;
}
- RID shader = RD::get_singleton()->shader_create(stages);
+ Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(stages, name + ":" + itos(p_variant));
+
+ ERR_FAIL_COND(shader_data.size() == 0);
+
+ RID shader = RD::get_singleton()->shader_create_from_bytecode(shader_data);
{
MutexLock lock(variant_set_mutex);
p_version->variants[p_variant] = shader;
+ p_version->variant_data[p_variant] = shader_data;
}
}
@@ -364,14 +373,12 @@ String ShaderRD::_version_get_sha1(Version *p_version) const {
}
static const char *shader_file_header = "GDSC";
-static const uint32_t cache_file_version = 1;
+static const uint32_t cache_file_version = 2;
bool ShaderRD::_load_from_cache(Version *p_version) {
String sha1 = _version_get_sha1(p_version);
String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
- uint64_t time_from = OS::get_singleton()->get_ticks_usec();
-
FileAccessRef f = FileAccess::open(path, FileAccess::READ);
if (!f) {
return false;
@@ -390,76 +397,43 @@ bool ShaderRD::_load_from_cache(Version *p_version) {
ERR_FAIL_COND_V(variant_count != (uint32_t)variant_defines.size(), false); //should not happen but check
- bool success = true;
for (uint32_t i = 0; i < variant_count; i++) {
- uint32_t stage_count = f->get_32();
- p_version->variant_stages[i].resize(stage_count);
- for (uint32_t j = 0; j < stage_count; j++) {
- p_version->variant_stages[i].write[j].shader_stage = RD::ShaderStage(f->get_32());
-
- int compression = f->get_32();
- uint32_t length = f->get_32();
-
- if (compression == 0) {
- Vector<uint8_t> data;
- data.resize(length);
-
- f->get_buffer(data.ptrw(), length);
-
- p_version->variant_stages[i].write[j].spir_v = data;
- } else {
- Vector<uint8_t> data;
-
- if (compression == 2) {
- //zstd
- int smol_length = f->get_32();
- Vector<uint8_t> zstd_data;
-
- zstd_data.resize(smol_length);
- f->get_buffer(zstd_data.ptrw(), smol_length);
-
- data.resize(length);
- Compression::decompress(data.ptrw(), data.size(), zstd_data.ptr(), zstd_data.size(), Compression::MODE_ZSTD);
-
- } else {
- data.resize(length);
- f->get_buffer(data.ptrw(), length);
- }
-
- Vector<uint8_t> spirv;
- uint32_t spirv_size = smolv::GetDecodedBufferSize(data.ptr(), data.size());
- spirv.resize(spirv_size);
- if (!smolv::Decode(data.ptr(), data.size(), spirv.ptrw(), spirv_size)) {
- ERR_PRINT("Malformed smolv input uncompressing shader " + name + ", variant #" + itos(i) + " stage :" + itos(j));
- success = false;
- break;
- }
- p_version->variant_stages[i].write[j].spir_v = spirv;
- }
+ uint32_t variant_size = f->get_32();
+ ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[i], false);
+ if (!variants_enabled[i]) {
+ continue;
}
- }
+ Vector<uint8_t> variant_bytes;
+ variant_bytes.resize(variant_size);
- if (!success) {
- for (uint32_t i = 0; i < variant_count; i++) {
- p_version->variant_stages[i].resize(0);
- }
- return false;
- }
+ uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
- float time_ms = double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
+ ERR_FAIL_COND_V(br != variant_size, false);
- print_verbose("Shader cache load success '" + path + "' " + rtos(time_ms) + "ms.");
+ p_version->variant_data[i] = variant_bytes;
+ }
for (uint32_t i = 0; i < variant_count; i++) {
- RID shader = RD::get_singleton()->shader_create(p_version->variant_stages[i]);
+ if (!variants_enabled[i]) {
+ MutexLock lock(variant_set_mutex);
+ p_version->variants[i] = RID();
+ continue;
+ }
+ RID shader = RD::get_singleton()->shader_create_from_bytecode(p_version->variant_data[i]);
+ if (shader.is_null()) {
+ for (uint32_t j = 0; j < i; j++) {
+ RD::get_singleton()->free(p_version->variants[i]);
+ }
+ ERR_FAIL_COND_V(shader.is_null(), false);
+ }
{
MutexLock lock(variant_set_mutex);
p_version->variants[i] = shader;
}
}
- memdelete_arr(p_version->variant_stages); //clear stages
- p_version->variant_stages = nullptr;
+ memdelete_arr(p_version->variant_data); //clear stages
+ p_version->variant_data = nullptr;
p_version->valid = true;
return true;
}
@@ -476,49 +450,8 @@ void ShaderRD::_save_to_cache(Version *p_version) {
f->store_32(variant_count); //variant count
for (uint32_t i = 0; i < variant_count; i++) {
- f->store_32(p_version->variant_stages[i].size()); //stage count
- for (int j = 0; j < p_version->variant_stages[i].size(); j++) {
- f->store_32(p_version->variant_stages[i][j].shader_stage); //stage count
- Vector<uint8_t> spirv = p_version->variant_stages[i][j].spir_v;
-
- bool save_uncompressed = true;
- if (shader_cache_save_compressed) {
- smolv::ByteArray smolv;
- bool strip_debug = !shader_cache_save_debug;
- if (!smolv::Encode(spirv.ptr(), spirv.size(), smolv, strip_debug ? smolv::kEncodeFlagStripDebugInfo : 0)) {
- ERR_PRINT("Error compressing shader " + name + ", variant #" + itos(i) + " stage :" + itos(i));
- } else {
- bool compress_zstd = shader_cache_save_compressed_zstd;
-
- if (compress_zstd) {
- Vector<uint8_t> zstd;
- zstd.resize(Compression::get_max_compressed_buffer_size(smolv.size(), Compression::MODE_ZSTD));
- int dst_size = Compression::compress(zstd.ptrw(), &smolv[0], smolv.size(), Compression::MODE_ZSTD);
- if (dst_size >= 0 && (uint32_t)dst_size < smolv.size()) {
- f->store_32(2); //compressed zstd
- f->store_32(smolv.size()); //size of smolv buffer
- f->store_32(dst_size); //size of smolv buffer
- f->store_buffer(zstd.ptr(), dst_size); //smolv buffer
- } else {
- compress_zstd = false;
- }
- }
-
- if (!compress_zstd) {
- f->store_32(1); //compressed
- f->store_32(smolv.size()); //size of smolv buffer
- f->store_buffer(&smolv[0], smolv.size()); //smolv buffer
- }
- save_uncompressed = false;
- }
- }
-
- if (save_uncompressed) {
- f->store_32(0); //uncompressed
- f->store_32(spirv.size()); //stage count
- f->store_buffer(spirv.ptr(), spirv.size()); //stage count
- }
- }
+ f->store_32(p_version->variant_data[i].size()); //stage count
+ f->store_buffer(p_version->variant_data[i].ptr(), p_version->variant_data[i].size());
}
f->close();
@@ -531,8 +464,8 @@ void ShaderRD::_compile_version(Version *p_version) {
p_version->dirty = false;
p_version->variants = memnew_arr(RID, variant_defines.size());
- typedef Vector<RD::ShaderStageData> ShaderStageArray;
- p_version->variant_stages = memnew_arr(ShaderStageArray, variant_defines.size());
+ typedef Vector<uint8_t> ShaderStageData;
+ p_version->variant_data = memnew_arr(ShaderStageData, variant_defines.size());
if (shader_cache_dir_valid) {
if (_load_from_cache(p_version)) {
@@ -571,19 +504,19 @@ void ShaderRD::_compile_version(Version *p_version) {
}
}
memdelete_arr(p_version->variants);
- if (p_version->variant_stages) {
- memdelete_arr(p_version->variant_stages);
+ if (p_version->variant_data) {
+ memdelete_arr(p_version->variant_data);
}
p_version->variants = nullptr;
- p_version->variant_stages = nullptr;
+ p_version->variant_data = nullptr;
return;
} else if (shader_cache_dir_valid) {
//save shader cache
_save_to_cache(p_version);
}
- memdelete_arr(p_version->variant_stages); //clear stages
- p_version->variant_stages = nullptr;
+ memdelete_arr(p_version->variant_data); //clear stages
+ p_version->variant_data = nullptr;
p_version->valid = true;
}
diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h
index 9a68e02007..529328f0ed 100644
--- a/servers/rendering/renderer_rd/shader_rd.h
+++ b/servers/rendering/renderer_rd/shader_rd.h
@@ -59,7 +59,7 @@ class ShaderRD {
Map<StringName, CharString> code_sections;
Vector<CharString> custom_defines;
- Vector<RD::ShaderStageData> *variant_stages = nullptr;
+ Vector<uint8_t> *variant_data = nullptr;
RID *variants = nullptr; //same size as version defines
bool valid;
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/blur_raster.glsl
new file mode 100644
index 0000000000..0789a4b396
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/blur_raster.glsl
@@ -0,0 +1,136 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "blur_raster_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "blur_raster_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+
+#ifdef GLOW_USE_AUTO_EXPOSURE
+layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+#ifdef MODE_MIPMAP
+
+ vec2 pix_size = blur.pixel_size;
+ vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
+ color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
+ color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
+ color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
+ frag_color = color / 4.0;
+
+#endif
+
+#ifdef MODE_GAUSSIAN_BLUR
+
+ //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
+
+ if (bool(blur.flags & FLAG_HORIZONTAL)) {
+ vec2 pix_size = blur.pixel_size;
+ pix_size *= 0.5; //reading from larger buffer, so use more samples
+ vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
+ color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
+ color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
+ color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
+ color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
+ color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
+ color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
+ frag_color = color;
+ } else {
+ vec2 pix_size = blur.pixel_size;
+ vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
+ color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
+ color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
+ color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
+ color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
+ frag_color = color;
+ }
+#endif
+
+#ifdef MODE_GAUSSIAN_GLOW
+
+ //Glow uses larger sigma 1 for a more rounded blur effect
+
+#define GLOW_ADD(m_ofs, m_mult) \
+ { \
+ vec2 ofs = uv_interp + m_ofs * pix_size; \
+ vec4 c = texture(source_color, ofs) * m_mult; \
+ if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
+ c *= 0.0; \
+ } \
+ color += c; \
+ }
+
+ if (bool(blur.flags & FLAG_HORIZONTAL)) {
+ vec2 pix_size = blur.pixel_size;
+ pix_size *= 0.5; //reading from larger buffer, so use more samples
+ vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
+ GLOW_ADD(vec2(1.0, 0.0), 0.165569);
+ GLOW_ADD(vec2(2.0, 0.0), 0.140367);
+ GLOW_ADD(vec2(3.0, 0.0), 0.106595);
+ GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
+ GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
+ GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
+ color *= blur.glow_strength;
+ frag_color = color;
+ } else {
+ vec2 pix_size = blur.pixel_size;
+ vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
+ GLOW_ADD(vec2(0.0, 1.0), 0.233062);
+ GLOW_ADD(vec2(0.0, 2.0), 0.122581);
+ GLOW_ADD(vec2(0.0, -1.0), 0.233062);
+ GLOW_ADD(vec2(0.0, -2.0), 0.122581);
+ color *= blur.glow_strength;
+ frag_color = color;
+ }
+
+#undef GLOW_ADD
+
+ if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
+#ifdef GLOW_USE_AUTO_EXPOSURE
+
+ frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
+#endif
+ frag_color *= blur.glow_exposure;
+
+ float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
+ float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
+
+ frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
+ }
+
+#endif
+
+#ifdef MODE_COPY
+ vec4 color = textureLod(source_color, uv_interp, 0.0);
+ frag_color = color;
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
new file mode 100644
index 0000000000..52bf2886b5
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
@@ -0,0 +1,21 @@
+#define FLAG_HORIZONTAL (1 << 0)
+#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
+#define FLAG_GLOW_FIRST_PASS (1 << 2)
+
+layout(push_constant, binding = 1, std430) uniform Blur {
+ vec2 pixel_size;
+ uint flags;
+ uint pad;
+
+ // Glow.
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+}
+blur;
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
index b70e0b6bd5..0438671dd2 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
@@ -25,34 +25,7 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
// based on https://www.shadertoy.com/view/Xd3GDl
-layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 size;
- float z_far;
- float z_near;
-
- bool orthogonal;
- float blur_size;
- float blur_scale;
- int blur_steps;
-
- bool blur_near_active;
- float blur_near_begin;
- float blur_near_end;
- bool blur_far_active;
-
- float blur_far_begin;
- float blur_far_end;
- bool second_pass;
- bool half_size;
-
- bool use_jitter;
- float jitter_seed;
- uint pad[2];
-}
-params;
-
-//used to work around downsampling filter
-#define DEPTH_GAP 0.0
+#include "bokeh_dof_inc.glsl"
#ifdef MODE_GEN_BLUR_SIZE
@@ -80,15 +53,6 @@ float get_blur_size(float depth) {
#endif
-const float GOLDEN_ANGLE = 2.39996323;
-
-//note: uniform pdf rand [0;1[
-float hash12n(vec2 p) {
- p = fract(p * vec2(5.3987, 5.4421));
- p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
- return fract(p.x * p.y * 95.4307);
-}
-
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
new file mode 100644
index 0000000000..fadea1631c
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
@@ -0,0 +1,37 @@
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 size;
+ float z_far;
+ float z_near;
+
+ bool orthogonal;
+ float blur_size;
+ float blur_scale;
+ int blur_steps;
+
+ bool blur_near_active;
+ float blur_near_begin;
+ float blur_near_end;
+ bool blur_far_active;
+
+ float blur_far_begin;
+ float blur_far_end;
+ bool second_pass;
+ bool half_size;
+
+ bool use_jitter;
+ float jitter_seed;
+ uint pad[2];
+}
+params;
+
+//used to work around downsampling filter
+#define DEPTH_GAP 0.0
+
+const float GOLDEN_ANGLE = 2.39996323;
+
+//note: uniform pdf rand [0;1[
+float hash12n(vec2 p) {
+ p = fract(p * vec2(5.3987, 5.4421));
+ p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
+ return fract(p.x * p.y * 95.4307);
+}
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl
new file mode 100644
index 0000000000..a3b3938ee9
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl
@@ -0,0 +1,253 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "bokeh_dof_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "bokeh_dof_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+#ifdef MODE_GEN_BLUR_SIZE
+layout(location = 0) out float weight;
+
+layout(set = 0, binding = 0) uniform sampler2D source_depth;
+#else
+layout(location = 0) out vec4 frag_color;
+#ifdef OUTPUT_WEIGHT
+layout(location = 1) out float weight;
+#endif
+
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+layout(set = 1, binding = 0) uniform sampler2D source_weight;
+#ifdef MODE_COMPOSITE_BOKEH
+layout(set = 2, binding = 0) uniform sampler2D original_weight;
+#endif
+#endif
+
+//DOF
+// Bokeh single pass implementation based on https://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html
+
+#ifdef MODE_GEN_BLUR_SIZE
+
+float get_depth_at_pos(vec2 uv) {
+ float depth = textureLod(source_depth, uv, 0.0).x;
+ if (params.orthogonal) {
+ depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ }
+ return depth;
+}
+
+float get_blur_size(float depth) {
+ if (params.blur_near_active && depth < params.blur_near_begin) {
+ return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
+ }
+
+ if (params.blur_far_active && depth > params.blur_far_begin) {
+ return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ }
+
+ return 0.0;
+}
+
+#endif
+
+#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
+
+vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
+ dir *= pixel_size;
+ vec4 color = texture(source_color, uv);
+ color.a = texture(source_weight, uv).r;
+
+ vec4 accum = color;
+ float total = 1.0;
+
+ float blur_scale = params.blur_size / float(params.blur_steps);
+
+ if (params.use_jitter) {
+ uv += dir * (hash12n(uv + params.jitter_seed) - 0.5);
+ }
+
+ for (int i = -params.blur_steps; i <= params.blur_steps; i++) {
+ if (i == 0) {
+ continue;
+ }
+ float radius = float(i) * blur_scale;
+ vec2 suv = uv + dir * radius;
+ radius = abs(radius);
+
+ vec4 sample_color = texture(source_color, suv);
+ sample_color.a = texture(source_weight, suv).r;
+ float limit;
+
+ if (sample_color.a < color.a) {
+ limit = abs(sample_color.a);
+ } else {
+ limit = abs(color.a);
+ }
+
+ limit -= DEPTH_GAP;
+
+ float m = smoothstep(radius - 0.5, radius + 0.5, limit);
+
+ accum += mix(color, sample_color, m);
+
+ total += 1.0;
+ }
+
+ return accum / total;
+}
+
+#endif
+
+void main() {
+ vec2 pixel_size = 1.0 / vec2(params.size);
+ vec2 uv = uv_interp;
+
+#ifdef MODE_GEN_BLUR_SIZE
+ uv += pixel_size * 0.5;
+ float center_depth = get_depth_at_pos(uv);
+ weight = get_blur_size(center_depth);
+#endif
+
+#ifdef MODE_BOKEH_BOX
+ //pixel_size*=0.5; //resolution is doubled
+ if (params.second_pass || !params.half_size) {
+ uv += pixel_size * 0.5; //half pixel to read centers
+ } else {
+ uv += pixel_size * 0.25; //half pixel to read centers from full res
+ }
+
+ float alpha = texture(source_color, uv).a; // retain this
+ vec2 dir = (params.second_pass ? vec2(0.0, 1.0) : vec2(1.0, 0.0));
+
+ vec4 color = weighted_filter_dir(dir, uv, pixel_size);
+
+ frag_color = color;
+ frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
+#ifdef OUTPUT_WEIGHT
+ weight = color.a;
+#endif
+
+#endif
+
+#ifdef MODE_BOKEH_HEXAGONAL
+
+ //pixel_size*=0.5; //resolution is doubled
+ if (params.second_pass || !params.half_size) {
+ uv += pixel_size * 0.5; //half pixel to read centers
+ } else {
+ uv += pixel_size * 0.25; //half pixel to read centers from full res
+ }
+
+ float alpha = texture(source_color, uv).a; // retain this
+
+ vec2 dir = (params.second_pass ? normalize(vec2(1.0, 0.577350269189626)) : vec2(0.0, 1.0));
+
+ vec4 color = weighted_filter_dir(dir, uv, pixel_size);
+
+ if (params.second_pass) {
+ dir = normalize(vec2(-1.0, 0.577350269189626));
+
+ vec4 color2 = weighted_filter_dir(dir, uv, pixel_size);
+
+ color.rgb = min(color.rgb, color2.rgb);
+ color.a = (color.a + color2.a) * 0.5;
+ }
+
+ frag_color = color;
+ frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
+#ifdef OUTPUT_WEIGHT
+ weight = color.a;
+#endif
+
+#endif
+
+#ifdef MODE_BOKEH_CIRCULAR
+ if (params.half_size) {
+ pixel_size *= 0.5; //resolution is doubled
+ }
+
+ uv += pixel_size * 0.5; //half pixel to read centers
+
+ vec4 color = texture(source_color, uv);
+ float alpha = color.a; // retain this
+ color.a = texture(source_weight, uv).r;
+
+ vec4 color_accum = color;
+ float accum = 1.0;
+
+ float radius = params.blur_scale;
+ for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
+ vec2 uv_adj = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
+
+ vec4 sample_color = texture(source_color, uv_adj);
+ sample_color.a = texture(source_weight, uv_adj).r;
+
+ float limit;
+
+ if (sample_color.a < color.a) {
+ limit = abs(sample_color.a);
+ } else {
+ limit = abs(color.a);
+ }
+
+ limit -= DEPTH_GAP;
+
+ float m = smoothstep(radius - 0.5, radius + 0.5, limit);
+ color_accum += mix(color_accum / accum, sample_color, m);
+ accum += 1.0;
+
+ radius += params.blur_scale / radius;
+ }
+
+ color_accum = color_accum / accum;
+
+ frag_color.rgb = color_accum.rgb;
+ frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
+#ifdef OUTPUT_WEIGHT
+ weight = color_accum.a;
+#endif
+
+#endif
+
+#ifdef MODE_COMPOSITE_BOKEH
+ frag_color.rgb = texture(source_color, uv).rgb;
+
+ float center_weigth = texture(source_weight, uv).r;
+ float sample_weight = texture(original_weight, uv).r;
+
+ float mix_amount;
+ if (sample_weight < center_weigth) {
+ mix_amount = min(1.0, max(0.0, max(abs(center_weigth), abs(sample_weight)) - DEPTH_GAP));
+ } else {
+ mix_amount = min(1.0, max(0.0, abs(center_weigth) - DEPTH_GAP));
+ }
+
+ // let alpha blending take care of mixing
+ frag_color.a = mix_amount;
+#endif
+}
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/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
index da7d189281..6d95722a57 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -117,7 +117,7 @@ void main() {
uint cluster_thread_group_index;
if (!gl_HelperInvocation) {
- //http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf
+ //https://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf
uvec4 mask;
diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
index dfbce29119..69b895ed29 100644
--- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
@@ -7,8 +7,7 @@
layout(push_constant, binding = 1, std430) uniform Params {
float z_far;
float z_near;
- bool z_flip;
- uint pad;
+ vec2 texel_size;
vec4 screen_rect;
}
params;
@@ -35,22 +34,23 @@ layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(push_constant, binding = 1, std430) uniform Params {
float z_far;
float z_near;
- bool z_flip;
- uint pad;
+ vec2 texel_size;
vec4 screen_rect;
}
params;
void main() {
vec2 uv = uv_interp;
+ vec2 texel_size = abs(params.texel_size);
- vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
+ uv = clamp(uv * (1.0 + 2.0 * texel_size) - texel_size, vec2(0.0), vec2(1.0));
- normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
+ normal.z = 0.5 * (1.0 - dot(normal.xy, normal.xy)); // z = 1/2 - 1/2 * (x^2 + y^2)
normal = normalize(normal);
normal.y = -normal.y; //needs to be flipped to match projection matrix
- if (!params.z_flip) {
+ if (params.texel_size.x >= 0.0) { // Sign is used to encode Z flip
normal.z = -normal.z;
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
index 9fa84657d1..63f0ce690e 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
@@ -32,53 +32,7 @@ layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
-layout(push_constant, binding = 1, std430) uniform Params {
- uint face_size;
-}
-params;
-
-#define M_PI 3.14159265359
-
-void get_dir_0(out vec3 dir, in float u, in float v) {
- dir[0] = 1.0;
- dir[1] = v;
- dir[2] = -u;
-}
-
-void get_dir_1(out vec3 dir, in float u, in float v) {
- dir[0] = -1.0;
- dir[1] = v;
- dir[2] = u;
-}
-
-void get_dir_2(out vec3 dir, in float u, in float v) {
- dir[0] = u;
- dir[1] = 1.0;
- dir[2] = -v;
-}
-
-void get_dir_3(out vec3 dir, in float u, in float v) {
- dir[0] = u;
- dir[1] = -1.0;
- dir[2] = v;
-}
-
-void get_dir_4(out vec3 dir, in float u, in float v) {
- dir[0] = u;
- dir[1] = v;
- dir[2] = 1.0;
-}
-
-void get_dir_5(out vec3 dir, in float u, in float v) {
- dir[0] = -u;
- dir[1] = v;
- dir[2] = -1.0;
-}
-
-float calcWeight(float u, float v) {
- float val = u * u + v * v + 1.0;
- return val * sqrt(val);
-}
+#include "cubemap_downsampler_inc.glsl"
void main() {
uvec3 id = gl_GlobalInvocationID;
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
new file mode 100644
index 0000000000..b329e67293
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
@@ -0,0 +1,48 @@
+layout(push_constant, binding = 1, std430) uniform Params {
+ uint face_size;
+ uint face_id; // only used in raster shader
+}
+params;
+
+#define M_PI 3.14159265359
+
+void get_dir_0(out vec3 dir, in float u, in float v) {
+ dir[0] = 1.0;
+ dir[1] = v;
+ dir[2] = -u;
+}
+
+void get_dir_1(out vec3 dir, in float u, in float v) {
+ dir[0] = -1.0;
+ dir[1] = v;
+ dir[2] = u;
+}
+
+void get_dir_2(out vec3 dir, in float u, in float v) {
+ dir[0] = u;
+ dir[1] = 1.0;
+ dir[2] = -v;
+}
+
+void get_dir_3(out vec3 dir, in float u, in float v) {
+ dir[0] = u;
+ dir[1] = -1.0;
+ dir[2] = v;
+}
+
+void get_dir_4(out vec3 dir, in float u, in float v) {
+ dir[0] = u;
+ dir[1] = v;
+ dir[2] = 1.0;
+}
+
+void get_dir_5(out vec3 dir, in float u, in float v) {
+ dir[0] = -u;
+ dir[1] = v;
+ dir[2] = -1.0;
+}
+
+float calcWeight(float u, float v) {
+ float val = u * u + v * v + 1.0;
+ return val * sqrt(val);
+}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl
new file mode 100644
index 0000000000..0828ffd921
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl
@@ -0,0 +1,163 @@
+// Copyright 2016 Activision Publishing, Inc.
+//
+// Permission is hereby granted, free of charge, to any person obtaining
+// a copy of this software and associated documentation files (the "Software"),
+// to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense,
+// and/or sell copies of the Software, and to permit persons to whom the Software
+// is furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_downsampler_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex] * float(params.face_size);
+ gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_downsampler_inc.glsl"
+
+layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
+
+layout(location = 0) in vec2 uv_interp;
+layout(location = 0) out vec4 frag_color;
+/* clang-format on */
+
+void main() {
+ // Converted from compute shader which uses absolute coordinates.
+ // Could possibly simplify this
+ float face_size = float(params.face_size);
+
+ if (uv_interp.x < face_size && uv_interp.y < face_size) {
+ float inv_face_size = 1.0 / face_size;
+
+ float u0 = (uv_interp.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
+ float u1 = (uv_interp.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
+
+ float v0 = (uv_interp.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
+ float v1 = (uv_interp.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
+
+ float weights[4];
+ weights[0] = calcWeight(u0, v0);
+ weights[1] = calcWeight(u1, v0);
+ weights[2] = calcWeight(u0, v1);
+ weights[3] = calcWeight(u1, v1);
+
+ const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
+ for (int i = 0; i < 4; i++) {
+ weights[i] = weights[i] * wsum + .125;
+ }
+
+ vec3 dir;
+ vec4 color;
+ switch (params.face_id) {
+ case 0:
+ get_dir_0(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_0(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_0(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_0(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 1:
+ get_dir_1(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_1(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_1(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_1(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 2:
+ get_dir_2(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_2(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_2(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_2(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 3:
+ get_dir_3(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_3(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_3(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_3(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 4:
+ get_dir_4(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_4(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_4(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_4(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ default:
+ get_dir_5(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_5(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_5(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_5(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ }
+ frag_color = color;
+ }
+}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
new file mode 100644
index 0000000000..324d306218
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
@@ -0,0 +1,256 @@
+// Copyright 2016 Activision Publishing, Inc.
+//
+// Permission is hereby granted, free of charge, to any person obtaining
+// a copy of this software and associated documentation files (the "Software"),
+// to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense,
+// and/or sell copies of the Software, and to permit persons to whom the Software
+// is furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ int mip_level;
+ uint face_id;
+}
+params;
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+ gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ int mip_level;
+ uint face_id;
+}
+params;
+
+layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
+
+layout(location = 0) in vec2 uv_interp;
+layout(location = 0) out vec4 frag_color;
+
+/* clang-format on */
+
+#ifdef USE_HIGH_QUALITY
+#define NUM_TAPS 32
+#else
+#define NUM_TAPS 8
+#endif
+
+#define BASE_RESOLUTION 128
+
+#ifdef USE_HIGH_QUALITY
+layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
+ vec4[7][5][3][24] coeffs;
+}
+data;
+#else
+layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
+ vec4[7][5][6] coeffs;
+}
+data;
+#endif
+
+void get_dir(out vec3 dir, in vec2 uv, in uint face) {
+ switch (face) {
+ case 0:
+ dir = vec3(1.0, uv[1], -uv[0]);
+ break;
+ case 1:
+ dir = vec3(-1.0, uv[1], uv[0]);
+ break;
+ case 2:
+ dir = vec3(uv[0], 1.0, -uv[1]);
+ break;
+ case 3:
+ dir = vec3(uv[0], -1.0, uv[1]);
+ break;
+ case 4:
+ dir = vec3(uv[0], uv[1], 1.0);
+ break;
+ default:
+ dir = vec3(-uv[0], uv[1], -1.0);
+ break;
+ }
+}
+
+void main() {
+ // determine dir / pos for the texel
+ vec3 dir, adir, frameZ;
+ {
+ vec2 uv;
+ uv.x = uv_interp.x;
+ uv.y = 1.0 - uv_interp.y;
+ uv = uv * 2.0 - 1.0;
+
+ get_dir(dir, uv, params.face_id);
+ frameZ = normalize(dir);
+
+ adir = abs(dir);
+ }
+
+ // determine which texel this is
+ // NOTE (macOS/MoltenVK): Do not rename, "level" variable name conflicts with the Metal "level(float lod)" mipmap sampling function name.
+ int mip_level = 0;
+
+ if (params.mip_level < 0) {
+ // return as is
+ frag_color.rgb = textureLod(source_cubemap, frameZ, 0.0).rgb;
+ frag_color.a = 1.0;
+ return;
+ } else if (params.mip_level > 6) {
+ // maximum level
+ mip_level = 6;
+ } else {
+ mip_level = params.mip_level;
+ }
+
+ // GGX gather colors
+ vec4 color = vec4(0.0);
+ for (int axis = 0; axis < 3; axis++) {
+ const int otherAxis0 = 1 - (axis & 1) - (axis >> 1);
+ const int otherAxis1 = 2 - (axis >> 1);
+
+ float frameweight = (max(adir[otherAxis0], adir[otherAxis1]) - .75) / .25;
+ if (frameweight > 0.0) {
+ // determine frame
+ vec3 UpVector;
+ switch (axis) {
+ case 0:
+ UpVector = vec3(1, 0, 0);
+ break;
+ case 1:
+ UpVector = vec3(0, 1, 0);
+ break;
+ default:
+ UpVector = vec3(0, 0, 1);
+ break;
+ }
+
+ vec3 frameX = normalize(cross(UpVector, frameZ));
+ vec3 frameY = cross(frameZ, frameX);
+
+ // calculate parametrization for polynomial
+ float Nx = dir[otherAxis0];
+ float Ny = dir[otherAxis1];
+ float Nz = adir[axis];
+
+ float NmaxXY = max(abs(Ny), abs(Nx));
+ Nx /= NmaxXY;
+ Ny /= NmaxXY;
+
+ float theta;
+ if (Ny < Nx) {
+ if (Ny <= -0.999)
+ theta = Nx;
+ else
+ theta = Ny;
+ } else {
+ if (Ny >= 0.999)
+ theta = -Nx;
+ else
+ theta = -Ny;
+ }
+
+ float phi;
+ if (Nz <= -0.999)
+ phi = -NmaxXY;
+ else if (Nz >= 0.999)
+ phi = NmaxXY;
+ else
+ phi = Nz;
+
+ float theta2 = theta * theta;
+ float phi2 = phi * phi;
+
+ // sample
+ for (int iSuperTap = 0; iSuperTap < NUM_TAPS / 4; iSuperTap++) {
+ const int index = (NUM_TAPS / 4) * axis + iSuperTap;
+
+#ifdef USE_HIGH_QUALITY
+ vec4 coeffsDir0[3];
+ vec4 coeffsDir1[3];
+ vec4 coeffsDir2[3];
+ vec4 coeffsLevel[3];
+ vec4 coeffsWeight[3];
+
+ for (int iCoeff = 0; iCoeff < 3; iCoeff++) {
+ coeffsDir0[iCoeff] = data.coeffs[mip_level][0][iCoeff][index];
+ coeffsDir1[iCoeff] = data.coeffs[mip_level][1][iCoeff][index];
+ coeffsDir2[iCoeff] = data.coeffs[mip_level][2][iCoeff][index];
+ coeffsLevel[iCoeff] = data.coeffs[mip_level][3][iCoeff][index];
+ coeffsWeight[iCoeff] = data.coeffs[mip_level][4][iCoeff][index];
+ }
+
+ for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
+ // determine sample attributes (dir, weight, mip_level)
+ vec3 sample_dir = frameX * (coeffsDir0[0][iSubTap] + coeffsDir0[1][iSubTap] * theta2 + coeffsDir0[2][iSubTap] * phi2) + frameY * (coeffsDir1[0][iSubTap] + coeffsDir1[1][iSubTap] * theta2 + coeffsDir1[2][iSubTap] * phi2) + frameZ * (coeffsDir2[0][iSubTap] + coeffsDir2[1][iSubTap] * theta2 + coeffsDir2[2][iSubTap] * phi2);
+
+ float sample_level = coeffsLevel[0][iSubTap] + coeffsLevel[1][iSubTap] * theta2 + coeffsLevel[2][iSubTap] * phi2;
+
+ float sample_weight = coeffsWeight[0][iSubTap] + coeffsWeight[1][iSubTap] * theta2 + coeffsWeight[2][iSubTap] * phi2;
+#else
+ vec4 coeffsDir0 = data.coeffs[mip_level][0][index];
+ vec4 coeffsDir1 = data.coeffs[mip_level][1][index];
+ vec4 coeffsDir2 = data.coeffs[mip_level][2][index];
+ vec4 coeffsLevel = data.coeffs[mip_level][3][index];
+ vec4 coeffsWeight = data.coeffs[mip_level][4][index];
+
+ for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
+ // determine sample attributes (dir, weight, mip_level)
+ vec3 sample_dir = frameX * coeffsDir0[iSubTap] + frameY * coeffsDir1[iSubTap] + frameZ * coeffsDir2[iSubTap];
+
+ float sample_level = coeffsLevel[iSubTap];
+
+ float sample_weight = coeffsWeight[iSubTap];
+#endif
+
+ sample_weight *= frameweight;
+
+ // adjust for jacobian
+ sample_dir /= max(abs(sample_dir[0]), max(abs(sample_dir[1]), abs(sample_dir[2])));
+ sample_level += 0.75 * log2(dot(sample_dir, sample_dir));
+ // sample cubemap
+ color.xyz += textureLod(source_cubemap, normalize(sample_dir), sample_level).xyz * sample_weight;
+ color.w += sample_weight;
+ }
+ }
+ }
+ }
+ color /= color.w;
+
+ // write color
+ color.xyz = max(vec3(0.0), color.xyz);
+ color.w = 1.0;
+
+ frag_color = color;
+}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
index ce7c03c1d4..28f4dc59ec 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
@@ -12,100 +12,7 @@ layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
-layout(push_constant, binding = 1, std430) uniform Params {
- uint face_id;
- uint sample_count;
- float roughness;
- bool use_direct_write;
- float face_size;
-}
-params;
-
-#define M_PI 3.14159265359
-
-vec3 texelCoordToVec(vec2 uv, uint faceID) {
- mat3 faceUvVectors[6];
-
- // -x
- faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
- faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
-
- // +x
- faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
- faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
-
- // -y
- faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
- faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
-
- // +y
- faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
- faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
-
- // -z
- faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
- faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
-
- // +z
- faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
-
- // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
- vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
- return normalize(result);
-}
-
-vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
- float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
-
- // Compute distribution direction
- float Phi = 2.0 * M_PI * Xi.x;
- float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
- float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
-
- // Convert to spherical direction
- vec3 H;
- H.x = SinTheta * cos(Phi);
- H.y = SinTheta * sin(Phi);
- H.z = CosTheta;
-
- vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 TangentX = normalize(cross(UpVector, N));
- vec3 TangentY = cross(N, TangentX);
-
- // Tangent to world space
- return TangentX * H.x + TangentY * H.y + N * H.z;
-}
-
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float GGX(float NdotV, float a) {
- float k = a / 2.0;
- return NdotV / (NdotV * (1.0 - k) + k);
-}
-
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float G_Smith(float a, float nDotV, float nDotL) {
- return GGX(nDotL, a * a) * GGX(nDotV, a * a);
-}
-
-float radicalInverse_VdC(uint bits) {
- bits = (bits << 16u) | (bits >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- return float(bits) * 2.3283064365386963e-10; // / 0x100000000
-}
-
-vec2 Hammersley(uint i, uint N) {
- return vec2(float(i) / float(N), radicalInverse_VdC(i));
-}
+#include "cubemap_roughness_inc.glsl"
void main() {
uvec3 id = gl_GlobalInvocationID;
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
new file mode 100644
index 0000000000..be12be5dec
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
@@ -0,0 +1,94 @@
+#define M_PI 3.14159265359
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ uint face_id;
+ uint sample_count;
+ float roughness;
+ bool use_direct_write;
+ float face_size;
+}
+params;
+
+vec3 texelCoordToVec(vec2 uv, uint faceID) {
+ mat3 faceUvVectors[6];
+
+ // -x
+ faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
+ faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
+
+ // +x
+ faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
+ faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
+
+ // -y
+ faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
+ faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
+
+ // +y
+ faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
+ faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
+
+ // -z
+ faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
+ faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
+
+ // +z
+ faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
+
+ // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
+ vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
+ return normalize(result);
+}
+
+vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
+ float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
+
+ // Compute distribution direction
+ float Phi = 2.0 * M_PI * Xi.x;
+ float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
+ float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
+
+ // Convert to spherical direction
+ vec3 H;
+ H.x = SinTheta * cos(Phi);
+ H.y = SinTheta * sin(Phi);
+ H.z = CosTheta;
+
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 TangentX = normalize(cross(UpVector, N));
+ vec3 TangentY = cross(N, TangentX);
+
+ // Tangent to world space
+ return TangentX * H.x + TangentY * H.y + N * H.z;
+}
+
+// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
+float GGX(float NdotV, float a) {
+ float k = a / 2.0;
+ return NdotV / (NdotV * (1.0 - k) + k);
+}
+
+// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
+float G_Smith(float a, float nDotV, float nDotL) {
+ return GGX(nDotL, a * a) * GGX(nDotV, a * a);
+}
+
+float radicalInverse_VdC(uint bits) {
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+}
+
+vec2 Hammersley(uint i, uint N) {
+ return vec2(float(i) / float(N), radicalInverse_VdC(i));
+}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
new file mode 100644
index 0000000000..2570308816
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
@@ -0,0 +1,63 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_roughness_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_roughness_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+
+layout(set = 0, binding = 0) uniform samplerCube source_cube;
+
+layout(location = 0) out vec4 frag_color;
+/* clang-format on */
+
+void main() {
+ vec3 N = texelCoordToVec(uv_interp * 2.0 - 1.0, params.face_id);
+
+ //vec4 color = color_interp;
+
+ if (params.use_direct_write) {
+ frag_color = vec4(texture(source_cube, N).rgb, 1.0);
+ } else {
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+
+ for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
+ vec2 xi = Hammersley(sampleNum, params.sample_count);
+
+ vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
+ vec3 V = N;
+ vec3 L = (2.0 * dot(V, H) * H - V);
+
+ float ndotl = clamp(dot(N, L), 0.0, 1.0);
+
+ if (ndotl > 0.0) {
+ sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ sum.a += ndotl;
+ }
+ }
+ sum /= sum.a;
+
+ frag_color = vec4(sum.rgb, 1.0);
+ }
+}
diff --git a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
index ccaad13311..158096d3c7 100644
--- a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
@@ -1,18 +1,18 @@
struct DecalData {
- mat4 xform; //to decal transform
- vec3 inv_extents;
- float albedo_mix;
- vec4 albedo_rect;
- vec4 normal_rect;
- vec4 orm_rect;
- vec4 emission_rect;
- vec4 modulate;
- float emission_energy;
+ highp mat4 xform; //to decal transform
+ highp vec3 inv_extents;
+ mediump float albedo_mix;
+ highp vec4 albedo_rect;
+ highp vec4 normal_rect;
+ highp vec4 orm_rect;
+ highp vec4 emission_rect;
+ highp vec4 modulate;
+ mediump float emission_energy;
uint mask;
- float upper_fade;
- float lower_fade;
- mat3x4 normal_xform;
- vec3 normal;
- float normal_fade;
+ mediump float upper_fade;
+ mediump float lower_fade;
+ mediump mat3x4 normal_xform;
+ mediump vec3 normal;
+ mediump float normal_fade;
};
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/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index 2fce258cff..fdc7729338 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -3,31 +3,31 @@
#define LIGHT_BAKE_STATIC 2
struct LightData { //this structure needs to be as packed as possible
- vec3 position;
- float inv_radius;
+ highp vec3 position;
+ highp float inv_radius;
- vec3 direction;
- float size;
+ mediump vec3 direction;
+ highp float size;
- vec3 color;
- float attenuation;
+ mediump vec3 color;
+ mediump float attenuation;
- float cone_attenuation;
- float cone_angle;
- float specular_amount;
+ mediump float cone_attenuation;
+ mediump float cone_angle;
+ mediump float specular_amount;
bool shadow_enabled;
- vec4 atlas_rect; // rect in the shadow atlas
- mat4 shadow_matrix;
- float shadow_bias;
- float shadow_normal_bias;
- float transmittance_bias;
- float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
- float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ highp vec4 atlas_rect; // rect in the shadow atlas
+ highp mat4 shadow_matrix;
+ highp float shadow_bias;
+ highp float shadow_normal_bias;
+ highp float transmittance_bias;
+ highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
- float shadow_volumetric_fog_fade;
+ mediump float shadow_volumetric_fog_fade;
uint bake_mode;
- vec4 projector_rect; //projector rect in srgb decal atlas
+ highp vec4 projector_rect; //projector rect in srgb decal atlas
};
#define REFLECTION_AMBIENT_DISABLED 0
@@ -35,53 +35,53 @@ struct LightData { //this structure needs to be as packed as possible
#define REFLECTION_AMBIENT_COLOR 2
struct ReflectionData {
- vec3 box_extents;
- float index;
- vec3 box_offset;
+ highp vec3 box_extents;
+ mediump float index;
+ highp vec3 box_offset;
uint mask;
- vec3 ambient; // ambient color
- float intensity;
+ mediump vec3 ambient; // ambient color
+ mediump float intensity;
bool exterior;
bool box_project;
uint ambient_mode;
uint pad;
//0-8 is intensity,8-9 is ambient, mode
- mat4 local_matrix; // up to here for spot and omni, rest is for directional
+ highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
};
struct DirectionalLightData {
- vec3 direction;
- float energy;
- vec3 color;
- float size;
- float specular;
+ mediump vec3 direction;
+ mediump float energy;
+ mediump vec3 color;
+ mediump float size;
+ mediump float specular;
uint mask;
- float softshadow_angle;
- float soft_shadow_scale;
+ highp float softshadow_angle;
+ highp float soft_shadow_scale;
bool blend_splits;
bool shadow_enabled;
- float fade_from;
- float fade_to;
+ highp float fade_from;
+ highp float fade_to;
uvec2 pad;
uint bake_mode;
- float shadow_volumetric_fog_fade;
- vec4 shadow_bias;
- vec4 shadow_normal_bias;
- vec4 shadow_transmittance_bias;
- vec4 shadow_z_range;
- vec4 shadow_range_begin;
- vec4 shadow_split_offsets;
- mat4 shadow_matrix1;
- mat4 shadow_matrix2;
- mat4 shadow_matrix3;
- mat4 shadow_matrix4;
- vec4 shadow_color1;
- vec4 shadow_color2;
- vec4 shadow_color3;
- vec4 shadow_color4;
- vec2 uv_scale1;
- vec2 uv_scale2;
- vec2 uv_scale3;
- vec2 uv_scale4;
+ mediump float shadow_volumetric_fog_fade;
+ highp vec4 shadow_bias;
+ highp vec4 shadow_normal_bias;
+ highp vec4 shadow_transmittance_bias;
+ highp vec4 shadow_z_range;
+ highp vec4 shadow_range_begin;
+ highp vec4 shadow_split_offsets;
+ highp mat4 shadow_matrix1;
+ highp mat4 shadow_matrix2;
+ highp mat4 shadow_matrix3;
+ highp mat4 shadow_matrix4;
+ mediump vec4 shadow_color1;
+ mediump vec4 shadow_color2;
+ mediump vec4 shadow_color3;
+ mediump vec4 shadow_color4;
+ highp vec2 uv_scale1;
+ highp vec2 uv_scale2;
+ highp vec2 uv_scale3;
+ highp vec2 uv_scale4;
};
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl
new file mode 100644
index 0000000000..29ebd74a90
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl
@@ -0,0 +1,74 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "luminance_reduce_raster_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "luminance_reduce_raster_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_exposure;
+
+#ifdef FINAL_PASS
+layout(set = 1, binding = 0) uniform sampler2D prev_luminance;
+#endif
+
+layout(location = 0) out highp float luminance;
+
+void main() {
+ ivec2 dest_pos = ivec2(uv_interp * settings.dest_size);
+ ivec2 src_pos = ivec2(uv_interp * settings.source_size);
+
+ ivec2 next_pos = (dest_pos + ivec2(1)) * settings.source_size / settings.dest_size;
+ next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel
+
+ highp vec3 source_color = vec3(0.0);
+ for (int i = src_pos.x; i < next_pos.x; i++) {
+ for (int j = src_pos.y; j < next_pos.y; j++) {
+ source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb;
+ }
+ }
+
+ source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y));
+
+#ifdef FIRST_PASS
+ luminance = max(source_color.r, max(source_color.g, source_color.b));
+
+ // This formula should be more "accurate" but gave an overexposed result when testing.
+ // Leaving it here so we can revisit it if we want.
+ // luminance = source_color.r * 0.21 + source_color.g * 0.71 + source_color.b * 0.07;
+#else
+ luminance = source_color.r;
+#endif
+
+#ifdef FINAL_PASS
+ // Obtain our target luminance
+ luminance = clamp(luminance, settings.min_luminance, settings.max_luminance);
+
+ // Now smooth to our transition
+ highp float prev_lum = texelFetch(prev_luminance, ivec2(0, 0), 0).r; //1 pixel previous luminance
+ luminance = prev_lum + (luminance - prev_lum) * clamp(settings.exposure_adjust, 0.0, 1.0);
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
new file mode 100644
index 0000000000..ed389ffe56
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
@@ -0,0 +1,11 @@
+
+layout(push_constant, binding = 1, std430) uniform PushConstant {
+ ivec2 source_size;
+ ivec2 dest_size;
+
+ float exposure_adjust;
+ float min_luminance;
+ float max_luminance;
+ float pad;
+}
+settings;
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index 4dceeea995..e88e68b511 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -138,7 +138,7 @@ void main() {
if (bool(particles.data[particle].flags & PARTICLE_FLAG_ACTIVE) || bool(particles.data[particle].flags & PARTICLE_FLAG_TRAILED)) {
txform = particles.data[particle].xform;
if (params.trail_size > 1) {
- // since the steps dont fit precisely in the history frames, must do a tiny bit of
+ // Since the steps don't fit precisely in the history frames, must do a tiny bit of
// interpolation to get them close to their intended location.
uint part_ofs = particle % params.trail_size;
float natural_ofs = fract((float(part_ofs) / float(params.trail_size)) * float(params.trail_total)) * params.frame_delta;
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..7a11f8904e 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -118,7 +118,7 @@ void main() {
mat3 world_normal_matrix;
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
- world_normal_matrix = inverse(mat3(world_matrix));
+ world_normal_matrix = transpose(inverse(mat3(world_matrix)));
} else {
world_normal_matrix = mat3(world_matrix);
}
@@ -356,6 +356,24 @@ void main() {
#VERSION_DEFINES
+/* Specialization Constants (Toggles) */
+
+layout(constant_id = 0) const bool sc_use_forward_gi = false;
+layout(constant_id = 1) const bool sc_use_light_projector = false;
+layout(constant_id = 2) const bool sc_use_light_soft_shadows = false;
+layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false;
+
+/* Specialization Constants (Values) */
+
+layout(constant_id = 6) const uint sc_soft_shadow_samples = 4;
+layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4;
+
+layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4;
+layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
+
+layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
+layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
+
#include "scene_forward_clustered_inc.glsl"
/* Varyings */
@@ -448,14 +466,15 @@ layout(location = 0) out vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-#include "scene_forward_lights_inc.glsl"
+/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+#define SPECULAR_SCHLICK_GGX
+#endif
-#ifdef USE_FORWARD_GI
+#include "scene_forward_lights_inc.glsl"
#include "scene_forward_gi_inc.glsl"
-#endif //USE_FORWARD_GI
-
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifndef MODE_RENDER_DEPTH
@@ -547,9 +566,8 @@ 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 +652,8 @@ 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
@@ -798,25 +812,35 @@ void main() {
continue; //out of decal
}
- //we need ddx/ddy for mipmaps, so simulate them
- vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
- vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
-
float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
if (decals.data[decal_index].normal_fade > 0.0) {
fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
}
+ //we need ddx/ddy for mipmaps, so simulate them
+ vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
+ vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
+
if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
//has albedo
- vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ vec4 decal_albedo;
+ if (sc_decal_use_mipmaps) {
+ decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ } else {
+ decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0);
+ }
decal_albedo *= decals.data[decal_index].modulate;
decal_albedo.a *= fade;
albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
if (decals.data[decal_index].normal_rect != vec4(0.0)) {
- vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ vec3 decal_normal;
+ if (sc_decal_use_mipmaps) {
+ decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ } else {
+ decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz;
+ }
decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
//convert to view space, use xzy because y is up
@@ -826,7 +850,12 @@ void main() {
}
if (decals.data[decal_index].orm_rect != vec4(0.0)) {
- vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ vec3 decal_orm;
+ if (sc_decal_use_mipmaps) {
+ decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ } else {
+ decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz;
+ }
ao = mix(ao, decal_orm.r, decal_albedo.a);
roughness = mix(roughness, decal_orm.g, decal_albedo.a);
metallic = mix(metallic, decal_orm.b, decal_albedo.a);
@@ -835,7 +864,11 @@ void main() {
if (decals.data[decal_index].emission_rect != vec4(0.0)) {
//emission is additive, so its independent from albedo
- emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ if (sc_decal_use_mipmaps) {
+ emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ } else {
+ emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
+ }
}
}
}
@@ -848,7 +881,7 @@ void main() {
#ifdef NORMAL_USED
if (scene_data.roughness_limiter_enabled) {
- //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
float roughness2 = roughness * roughness;
vec3 dndu = dFdx(normal), dndv = dFdy(normal);
float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
@@ -879,6 +912,8 @@ void main() {
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
@@ -968,9 +1003,9 @@ void main() {
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
}
}
-#elif defined(USE_FORWARD_GI)
+#else
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
+ if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
//make vertex orientation the world one, but still align to camera
vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
@@ -1042,7 +1077,7 @@ void main() {
}
}
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
+ if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
@@ -1073,9 +1108,8 @@ void main() {
specular_light = spec_accum.rgb;
ambient_light = amb_accum.rgb;
}
-#else
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
+ if (!sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
vec2 coord;
@@ -1106,7 +1140,7 @@ void main() {
ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
}
-#endif
+#endif // !USE_LIGHTMAP
if (scene_data.ssao_enabled) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
@@ -1187,7 +1221,7 @@ void main() {
specular_light *= specular * metallic * albedo * 2.0;
#else
- // scales the specular reflections, needs to be be computed before lighting happens,
+ // scales the specular reflections, needs to be computed before lighting happens,
// but after environment, GI, and reflection probes are added
// Environment brdf approximation (Lazarov 2013)
// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
@@ -1233,14 +1267,13 @@ void main() {
float shadow = 1.0;
-#ifdef USE_SOFT_SHADOWS
//version with soft shadows, more expensive
if (directional_lights.data[i].shadow_enabled) {
- float depth_z = -vertex.z;
+ if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
+ float depth_z = -vertex.z;
- vec4 pssm_coord;
- vec3 shadow_color = vec3(0.0);
- vec3 light_dir = directional_lights.data[i].direction;
+ vec3 shadow_color = vec3(0.0);
+ vec3 light_dir = directional_lights.data[i].direction;
#define BIAS_FUNC(m_var, m_idx) \
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
@@ -1248,168 +1281,105 @@ void main() {
normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
- if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- vec4 v = vec4(vertex, 1.0);
+ uint blend_index = 0;
- BIAS_FUNC(v, 0)
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
- pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
- pssm_coord /= pssm_coord.w;
+ BIAS_FUNC(v, 0)
+
+ vec4 pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
- if (directional_lights.data[i].softshadow_angle > 0) {
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
float range_begin = directional_lights.data[i].shadow_range_begin.x;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- } else {
- shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ blend_index++;
}
- shadow_color = directional_lights.data[i].shadow_color1.rgb;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- vec4 v = vec4(vertex, 1.0);
+ if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
- BIAS_FUNC(v, 1)
+ BIAS_FUNC(v, 1)
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
- pssm_coord /= pssm_coord.w;
+ vec4 pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
- if (directional_lights.data[i].softshadow_angle > 0) {
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
float range_begin = directional_lights.data[i].shadow_range_begin.y;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
- shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- } else {
- shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+
+ if (blend_index == 0) {
+ shadow = s;
+ } else {
+ //blend
+ float blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ shadow = mix(shadow, s, blend);
+ }
+
+ blend_index++;
}
- shadow_color = directional_lights.data[i].shadow_color2.rgb;
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- vec4 v = vec4(vertex, 1.0);
+ if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
- BIAS_FUNC(v, 2)
+ BIAS_FUNC(v, 2)
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
- pssm_coord /= pssm_coord.w;
+ vec4 pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
- if (directional_lights.data[i].softshadow_angle > 0) {
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
float range_begin = directional_lights.data[i].shadow_range_begin.z;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
- shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- } else {
- shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
- }
+ float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- shadow_color = directional_lights.data[i].shadow_color3.rgb;
-
- } else {
- vec4 v = vec4(vertex, 1.0);
-
- BIAS_FUNC(v, 3)
-
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
- pssm_coord /= pssm_coord.w;
+ if (blend_index == 0) {
+ shadow = s;
+ } else {
+ //blend
+ float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ shadow = mix(shadow, s, blend);
+ }
- if (directional_lights.data[i].softshadow_angle > 0) {
- float range_pos = dot(directional_lights.data[i].direction, v.xyz);
- float range_begin = directional_lights.data[i].shadow_range_begin.w;
- float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
- vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
- shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- } else {
- shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ blend_index++;
}
- shadow_color = directional_lights.data[i].shadow_color4.rgb;
- }
-
- if (directional_lights.data[i].blend_splits) {
- vec3 shadow_color_blend = vec3(0.0);
- float pssm_blend;
- float shadow2;
-
- if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ if (blend_index < 2) {
vec4 v = vec4(vertex, 1.0);
- BIAS_FUNC(v, 1)
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
- pssm_coord /= pssm_coord.w;
- if (directional_lights.data[i].softshadow_angle > 0) {
- float range_pos = dot(directional_lights.data[i].direction, v.xyz);
- float range_begin = directional_lights.data[i].shadow_range_begin.y;
- float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
- vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
- shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- } else {
- shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
- }
+ BIAS_FUNC(v, 3)
- pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
- shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- vec4 v = vec4(vertex, 1.0);
- BIAS_FUNC(v, 2)
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ vec4 pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_coord /= pssm_coord.w;
- if (directional_lights.data[i].softshadow_angle > 0) {
- float range_pos = dot(directional_lights.data[i].direction, v.xyz);
- float range_begin = directional_lights.data[i].shadow_range_begin.z;
- float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
- vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
- shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- } else {
- shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
- }
-
- pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- vec4 v = vec4(vertex, 1.0);
- BIAS_FUNC(v, 3)
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
- pssm_coord /= pssm_coord.w;
- if (directional_lights.data[i].softshadow_angle > 0) {
- float range_pos = dot(directional_lights.data[i].direction, v.xyz);
- float range_begin = directional_lights.data[i].shadow_range_begin.w;
- float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
- vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
- shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ if (blend_index == 0) {
+ shadow = s;
} else {
- shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ //blend
+ float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ shadow = mix(shadow, s, blend);
}
-
- pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
- shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
- } else {
- pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
}
- pssm_blend = sqrt(pssm_blend);
-
- shadow = mix(shadow, shadow2, pssm_blend);
- shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
- }
-
- shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
-
#undef BIAS_FUNC
- }
-#else
- // Soft shadow disabled version
+ } else { //no soft shadows
- if (directional_lights.data[i].shadow_enabled) {
- float depth_z = -vertex.z;
+ float depth_z = -vertex.z;
- vec4 pssm_coord;
- vec3 light_dir = directional_lights.data[i].direction;
- vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
+ vec4 pssm_coord;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
#define BIAS_FUNC(m_var, m_idx) \
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
@@ -1417,122 +1387,70 @@ void main() {
normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
- if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- vec4 v = vec4(vertex, 1.0);
-
- 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);
-
- 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;
-
- shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
- if (directional_lights.data[i].blend_splits) {
- float pssm_blend;
+ BIAS_FUNC(v, 0)
- if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ } 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);
- pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ } 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);
- pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+
+ } else {
vec4 v = vec4(vertex, 1.0);
+
BIAS_FUNC(v, 3)
+
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
- pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
- } else {
- pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
}
pssm_coord /= pssm_coord.w;
- float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
- shadow = mix(shadow, shadow2, pssm_blend);
- }
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+
+ if (directional_lights.data[i].blend_splits) {
+ float pssm_blend;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ } else {
+ pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ }
- shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+ pssm_coord /= pssm_coord.w;
+
+ float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ shadow = mix(shadow, shadow2, pssm_blend);
+ }
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
#undef BIAS_FUNC
- }
-#endif
+ }
+ } // shadows
if (i < 4) {
shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
@@ -1562,8 +1480,8 @@ 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 +1490,8 @@ 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 +1500,8 @@ 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 +1511,218 @@ 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);
+ float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0;
- 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,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, 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,
-#endif
-#ifdef USE_SOFT_SHADOW
- directional_lights.data[i].size,
+ binormal, tangent, anisotropy,
#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, normal);
- 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, normal);
- 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 +1734,126 @@ 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 +1911,4 @@ 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..b53bf6a6d4 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 +52,11 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
+layout(set = 0, binding = 3) uniform sampler decal_sampler;
+
+layout(set = 0, binding = 4) uniform sampler light_projector_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)
@@ -66,24 +71,22 @@ 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 {
+layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
omni_lights;
-layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
LightData data[];
}
spot_lights;
-layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
+layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
ReflectionData data[];
}
reflections;
-layout(set = 0, binding = 6, std140) uniform DirectionalLights {
+layout(set = 0, binding = 8, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@@ -95,7 +98,7 @@ struct Lightmap {
mat3 normal_xform;
};
-layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
+layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
@@ -104,20 +107,20 @@ struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 9) uniform texture2D decal_atlas;
-layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 11) uniform texture2D decal_atlas;
+layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
@@ -129,7 +132,7 @@ struct SDFVoxelGICascadeData {
float to_cell; // 1/bounds * grid_size
};
-layout(set = 0, binding = 13, std140) uniform SDFGI {
+layout(set = 0, binding = 15, std140) uniform SDFGI {
vec3 grid_size;
uint max_cascades;
@@ -174,17 +177,12 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
uint cluster_type_size;
uint max_cluster_element_count_div_32;
- //use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
+ // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
vec4 directional_penumbra_shadow_kernel[32];
vec4 directional_soft_shadow_kernel[32];
vec4 penumbra_shadow_kernel[32];
vec4 soft_shadow_kernel[32];
- uint directional_penumbra_shadow_samples;
- uint directional_soft_shadow_samples;
- uint penumbra_shadow_samples;
- uint soft_shadow_samples;
-
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
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..9fa5d3280d 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -73,14 +73,13 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
vec4 transmittance_color,
float transmittance_depth,
- float transmittance_curve,
float transmittance_boost,
float transmittance_z,
#endif
@@ -93,9 +92,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#ifdef LIGHT_ANISOTROPY_USED
vec3 B, vec3 T, float anisotropy,
#endif
-#ifdef USE_SOFT_SHADOWS
- float A,
-#endif
#ifdef USE_SHADOW_TO_OPACITY
inout float alpha,
#endif
@@ -112,11 +108,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#else
-#ifdef USE_SOFT_SHADOWS
float NdotL = min(A + dot(N, L), 1.0);
-#else
- float NdotL = dot(N, L);
-#endif
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
@@ -126,19 +118,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#endif
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
-#ifdef USE_SOFT_SHADOWS
float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
-#else
- float cNdotH = clamp(dot(N, H), 0.0, 1.0);
-#endif
#endif
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
-#ifdef USE_SOFT_SHADOWS
float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
-#else
- float cLdotH = clamp(dot(L, H), 0.0, 1.0);
-#endif
#endif
float metallic = unpackUnorm4x8(orms).z;
@@ -189,9 +173,8 @@ 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 +186,15 @@ 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
}
@@ -229,26 +208,20 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
//normalized blinn
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess) * cNdotL;
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = blinn;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
- specular_light += light_color * intensity * attenuation * specular_amount;
+ specular_light += light_color * attenuation * specular_amount * blinn * f0 * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
-#ifdef USE_SOFT_SHADOWS
float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
-#else
- float cRdotV = clamp(dot(R, V), 0.0, 1.0);
-#endif
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
- phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+ phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
- specular_light += light_color * intensity * attenuation * specular_amount;
+ specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_TOON)
@@ -306,7 +279,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
}
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
+ alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
#endif
#endif //defined(LIGHT_CODE_USED)
@@ -315,7 +288,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#ifndef USE_NO_SHADOWS
// Interleaved Gradient Noise
-// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
float quick_hash(vec2 pos) {
const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
return fract(magic.z * fract(dot(pos, magic.xy)));
@@ -326,7 +299,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (scene_data.directional_soft_shadow_samples == 1) {
+ if (sc_directional_soft_shadow_samples == 1) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -340,19 +313,19 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
float avg = 0.0;
- for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) {
+ for (uint i = 0; i < sc_directional_soft_shadow_samples; i++) {
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
}
- return avg * (1.0 / float(scene_data.directional_soft_shadow_samples));
+ return avg * (1.0 / float(sc_directional_soft_shadow_samples));
}
-float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
+float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
vec2 pos = coord.xy;
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (scene_data.soft_shadow_samples == 1) {
+ if (sc_soft_shadow_samples == 1) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -366,11 +339,54 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
float avg = 0.0;
- for (uint i = 0; i < scene_data.soft_shadow_samples; i++) {
+ for (uint i = 0; i < sc_soft_shadow_samples; i++) {
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
}
- return avg * (1.0 / float(scene_data.soft_shadow_samples));
+ return avg * (1.0 / float(sc_soft_shadow_samples));
+}
+
+float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) {
+ //if only one sample is taken, take it from the center
+ if (sc_soft_shadow_samples == 1) {
+ vec2 pos = coord * 0.5 + 0.5;
+ pos = uv_rect.xy + pos * uv_rect.zw;
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float avg = 0.0;
+ vec2 offset_scale = blur_scale * 2.0 * scene_data.shadow_atlas_pixel_size / uv_rect.zw;
+
+ for (uint i = 0; i < sc_soft_shadow_samples; i++) {
+ vec2 offset = offset_scale * (disk_rotation * scene_data.soft_shadow_kernel[i].xy);
+ vec2 sample_coord = coord + offset;
+
+ float sample_coord_length_sqaured = dot(sample_coord, sample_coord);
+ bool do_flip = sample_coord_length_sqaured > 1.0;
+
+ if (do_flip) {
+ float len = sqrt(sample_coord_length_sqaured);
+ sample_coord = sample_coord * (2.0 / len - 1.0);
+ }
+
+ sample_coord = sample_coord * 0.5 + 0.5;
+ sample_coord = uv_rect.xy + sample_coord * uv_rect.zw;
+
+ if (do_flip) {
+ sample_coord += flip_offset;
+ }
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(sample_coord, depth, 1.0));
+ }
+
+ return avg * (1.0 / float(sc_soft_shadow_samples));
}
float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
@@ -386,7 +402,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
- for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) {
vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < pssm_coord.z) {
@@ -402,12 +418,12 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
tex_scale *= penumbra;
float s = 0.0;
- for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) {
vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
}
- return s / float(scene_data.directional_penumbra_shadow_samples);
+ return s / float(sc_directional_penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
@@ -430,26 +446,25 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef USE_NO_SHADOWS
if (omni_lights.data[idx].shadow_enabled) {
// there is a shadowmap
+ vec2 texel_size = scene_data.shadow_atlas_pixel_size;
+ vec4 base_uv_rect = omni_lights.data[idx].atlas_rect;
+ base_uv_rect.xy += texel_size;
+ base_uv_rect.zw -= texel_size * 2.0;
- vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
+ // Omni lights use direction.xy to store to store the offset between the two paraboloid regions
+ vec2 flip_offset = omni_lights.data[idx].direction.xy;
- vec4 v = vec4(vertex, 1.0);
+ vec3 local_vert = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
- vec4 splane = (omni_lights.data[idx].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
+ float shadow_len = length(local_vert); //need to remember shadow len from here
+ vec3 shadow_dir = normalize(local_vert);
- {
- vec3 nofs = normal_interp * omni_lights.data[idx].shadow_normal_bias / omni_lights.data[idx].inv_radius;
- nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
- v.xyz += nofs;
- splane = (omni_lights.data[idx].shadow_matrix * v);
- }
+ vec3 local_normal = normalize(mat3(omni_lights.data[idx].shadow_matrix) * normal);
+ vec3 normal_bias = local_normal * omni_lights.data[idx].shadow_normal_bias * (1.0 - abs(dot(local_normal, shadow_dir)));
float shadow;
-#ifdef USE_SOFT_SHADOWS
- if (omni_lights.data[idx].soft_shadow_size > 0.0) {
+ if (sc_use_light_soft_shadows && omni_lights.data[idx].soft_shadow_size > 0.0) {
//soft shadow
//find blocker
@@ -465,30 +480,29 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
- vec3 normal = normalize(splane.xyz);
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
- vec3 tangent = normalize(cross(v0, normal));
- vec3 bitangent = normalize(cross(tangent, normal));
+ vec3 basis_normal = shadow_dir;
+ vec3 v0 = abs(basis_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, basis_normal));
+ vec3 bitangent = normalize(cross(tangent, basis_normal));
float z_norm = shadow_len * omni_lights.data[idx].inv_radius;
tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
- vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+ vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y;
pos = normalize(pos);
- vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+
+ vec4 uv_rect = base_uv_rect;
if (pos.z >= 0.0) {
- pos.z += 1.0;
- uv_rect.y += uv_rect.w;
- } else {
- pos.z = 1.0 - pos.z;
+ uv_rect.xy += flip_offset;
}
+ pos.z = 1.0 + abs(pos.z);
pos.xy /= pos.z;
pos.xy = pos.xy * 0.5 + 0.5;
@@ -511,20 +525,20 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
z_norm -= omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias;
shadow = 0.0;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
- vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+ vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y;
pos = normalize(pos);
- vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+ pos = normalize(pos + normal_bias);
+
+ vec4 uv_rect = base_uv_rect;
if (pos.z >= 0.0) {
- pos.z += 1.0;
- uv_rect.y += uv_rect.w;
- } else {
- pos.z = 1.0 - pos.z;
+ uv_rect.xy += flip_offset;
}
+ pos.z = 1.0 + abs(pos.z);
pos.xy /= pos.z;
pos.xy = pos.xy * 0.5 + 0.5;
@@ -532,36 +546,27 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
}
- shadow /= float(scene_data.penumbra_shadow_samples);
+ shadow /= float(sc_penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
shadow = 1.0;
}
} else {
-#endif
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
-
- if (splane.z >= 0.0) {
- splane.z += 1.0;
+ vec4 uv_rect = base_uv_rect;
- clamp_rect.y += clamp_rect.w;
-
- } else {
- splane.z = 1.0 - splane.z;
+ vec3 shadow_sample = normalize(shadow_dir + normal_bias);
+ if (shadow_sample.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ flip_offset *= -1.0;
}
- splane.xy /= splane.z;
-
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = (shadow_len - omni_lights.data[idx].shadow_bias) * omni_lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
- shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
-#ifdef USE_SOFT_SHADOWS
+ shadow_sample.z = 1.0 + abs(shadow_sample.z);
+ vec2 pos = shadow_sample.xy / shadow_sample.z;
+ float depth = shadow_len - omni_lights.data[idx].shadow_bias;
+ depth *= omni_lights.data[idx].inv_radius;
+ shadow = sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth);
}
-#endif
return shadow;
}
@@ -577,7 +582,6 @@ 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
@@ -599,14 +603,12 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float light_attenuation = omni_attenuation;
vec3 color = omni_lights.data[idx].color;
-#ifdef USE_SOFT_SHADOWS
float size_A = 0.0;
- if (omni_lights.data[idx].size > 0.0) {
+ if (sc_use_light_soft_shadows && omni_lights.data[idx].size > 0.0) {
float t = omni_lights.data[idx].size / max(0.001, light_length);
size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
}
-#endif
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth; //no transmittance by default
@@ -617,20 +619,22 @@ 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;
@@ -638,73 +642,72 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
#endif
-#if 0
-
- if (omni_lights.data[idx].projector_rect != vec4(0.0)) {
+ if (sc_use_light_projector && omni_lights.data[idx].projector_rect != vec4(0.0)) {
vec3 local_v = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
local_v = normalize(local_v);
vec4 atlas_rect = omni_lights.data[idx].projector_rect;
if (local_v.z >= 0.0) {
- local_v.z += 1.0;
atlas_rect.y += atlas_rect.w;
-
- } else {
- local_v.z = 1.0 - local_v.z;
}
+ local_v.z = 1.0 + abs(local_v.z);
+
local_v.xy /= local_v.z;
local_v.xy = local_v.xy * 0.5 + 0.5;
vec2 proj_uv = local_v.xy * atlas_rect.zw;
- vec2 proj_uv_ddx;
- vec2 proj_uv_ddy;
- {
- vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
- local_v_ddx = normalize(local_v_ddx);
+ if (sc_projector_use_mipmaps) {
+ vec2 proj_uv_ddx;
+ vec2 proj_uv_ddy;
+ {
+ vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
+ local_v_ddx = normalize(local_v_ddx);
- if (local_v_ddx.z >= 0.0) {
- local_v_ddx.z += 1.0;
- } else {
- local_v_ddx.z = 1.0 - local_v_ddx.z;
- }
+ if (local_v_ddx.z >= 0.0) {
+ local_v_ddx.z += 1.0;
+ } else {
+ local_v_ddx.z = 1.0 - local_v_ddx.z;
+ }
- local_v_ddx.xy /= local_v_ddx.z;
- local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
+ local_v_ddx.xy /= local_v_ddx.z;
+ local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
- proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
+ proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
- vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
- local_v_ddy = normalize(local_v_ddy);
+ vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
+ local_v_ddy = normalize(local_v_ddy);
- if (local_v_ddy.z >= 0.0) {
- local_v_ddy.z += 1.0;
- } else {
- local_v_ddy.z = 1.0 - local_v_ddy.z;
- }
+ if (local_v_ddy.z >= 0.0) {
+ local_v_ddy.z += 1.0;
+ } else {
+ local_v_ddy.z = 1.0 - local_v_ddy.z;
+ }
- local_v_ddy.xy /= local_v_ddy.z;
- local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
+ local_v_ddy.xy /= local_v_ddy.z;
+ local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
- proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
- }
+ proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
+ }
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
- no_shadow = mix(no_shadow, proj.rgb, proj.a);
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ color *= proj.rgb * proj.a;
+ } else {
+ vec4 proj = textureLod(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + atlas_rect.xy, 0.0);
+ color *= proj.rgb * proj.a;
+ }
}
-#endif
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
transmittance_z,
#endif
@@ -717,9 +720,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
-#ifdef USE_SOFT_SHADOWS
- size_A,
-#endif
#ifdef USE_SHADOW_TO_OPACITY
alpha,
#endif
@@ -733,31 +733,23 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
vec3 spot_dir = spot_lights.data[idx].direction;
- //there is a shadowmap
- vec4 v = vec4(vertex, 1.0);
-
- v.xyz -= spot_dir * spot_lights.data[idx].shadow_bias;
-
- float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
- float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
- vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * spot_lights.data[idx].shadow_normal_bias * depth_bias_scale;
- normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
- v.xyz += normal_bias;
+ vec3 shadow_dir = light_rel_vec / light_length;
+ vec3 normal_bias = normal * light_length * spot_lights.data[idx].shadow_normal_bias * (1.0 - abs(dot(normal, shadow_dir)));
- //adjust with bias
- z_norm = dot(spot_dir, v.xyz - spot_lights.data[idx].position) * spot_lights.data[idx].inv_radius;
-
- float shadow;
+ //there is a shadowmap
+ vec4 v = vec4(vertex + normal_bias, 1.0);
vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
+ splane.z -= spot_lights.data[idx].shadow_bias / (light_length * spot_lights.data[idx].inv_radius);
splane /= splane.w;
-#ifdef USE_SOFT_SHADOWS
- if (spot_lights.data[idx].soft_shadow_size > 0.0) {
+ float shadow;
+ if (sc_use_light_soft_shadows && spot_lights.data[idx].soft_shadow_size > 0.0) {
//soft shadow
//find blocker
+ float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
vec2 shadow_uv = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
@@ -774,11 +766,11 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale;
vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
- if (d < z_norm) {
+ if (d < splane.z) {
blocker_average += d;
blocker_count += 1.0;
}
@@ -791,28 +783,23 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
uv_size *= penumbra;
shadow = 0.0;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
- shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, splane.z, 1.0));
}
- shadow /= float(scene_data.penumbra_shadow_samples);
+ shadow /= float(sc_penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
shadow = 1.0;
}
-
} else {
-#endif
//hard shadow
- vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
-
+ vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z);
shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
-#ifdef USE_SOFT_SHADOWS
}
-#endif
return shadow;
}
@@ -822,6 +809,18 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
return 1.0;
}
+vec2 normal_to_panorama(vec3 n) {
+ n = normalize(n);
+ vec2 panorama_coords = vec2(atan(n.x, n.z), acos(-n.y));
+
+ if (panorama_coords.x < 0.0) {
+ panorama_coords.x += M_PI * 2.0;
+ }
+
+ panorama_coords /= vec2(M_PI * 2.0, M_PI);
+ return panorama_coords;
+}
+
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
@@ -829,7 +828,6 @@ 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
@@ -857,48 +855,66 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec3 color = spot_lights.data[idx].color;
float specular_amount = spot_lights.data[idx].specular_amount;
-#ifdef USE_SOFT_SHADOWS
float size_A = 0.0;
- if (spot_lights.data[idx].size > 0.0) {
+ if (sc_use_light_soft_shadows && spot_lights.data[idx].size > 0.0) {
float t = spot_lights.data[idx].size / max(0.001, light_length);
size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
}
-#endif
-
- /*
- if (spot_lights.data[idx].atlas_rect!=vec4(0.0)) {
- //use projector texture
- }
- */
#ifdef LIGHT_TRANSMITTANCE_USED
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;
}
#endif //LIGHT_TRANSMITTANCE_USED
+ if (sc_use_light_projector && spot_lights.data[idx].projector_rect != vec4(0.0)) {
+ vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
+ splane /= splane.w;
+
+ vec2 proj_uv = normal_to_panorama(splane.xyz) * spot_lights.data[idx].projector_rect.zw;
+
+ if (sc_projector_use_mipmaps) {
+ //ensure we have proper mipmaps
+ vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
+ splane_ddx /= splane_ddx.w;
+ vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+
+ vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
+ splane_ddy /= splane_ddy.w;
+ vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ color *= proj.rgb * proj.a;
+ } else {
+ vec4 proj = textureLod(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, 0.0);
+ color *= proj.rgb * proj.a;
+ }
+ }
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
transmittance_z,
#endif
@@ -911,9 +927,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
-#ifdef USE_SOFT_SHADOW
- size_A,
-#endif
#ifdef USE_SHADOW_TO_OPACITY
alpha,
#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..7e2cc8fe01 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -59,27 +59,27 @@ layout(location = 11) in vec4 weight_attrib;
/* Varyings */
-layout(location = 0) out vec3 vertex_interp;
+layout(location = 0) highp out vec3 vertex_interp;
#ifdef NORMAL_USED
-layout(location = 1) out vec3 normal_interp;
+layout(location = 1) mediump out vec3 normal_interp;
#endif
#if defined(COLOR_USED)
-layout(location = 2) out vec4 color_interp;
+layout(location = 2) mediump out vec4 color_interp;
#endif
#ifdef UV_USED
-layout(location = 3) out vec2 uv_interp;
+layout(location = 3) mediump out vec2 uv_interp;
#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
-layout(location = 4) out vec2 uv2_interp;
+layout(location = 4) mediump out vec2 uv2_interp;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 5) out vec3 tangent_interp;
-layout(location = 6) out vec3 binormal_interp;
+layout(location = 5) mediump out vec3 tangent_interp;
+layout(location = 6) mediump out vec3 binormal_interp;
#endif
#ifdef MATERIAL_UNIFORMS_USED
@@ -92,7 +92,7 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) out float dp_clip;
+layout(location = 8) out highp float dp_clip;
#endif
@@ -124,7 +124,7 @@ void main() {
mat3 world_normal_matrix;
if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
- world_normal_matrix = inverse(mat3(world_matrix));
+ world_normal_matrix = transpose(inverse(mat3(world_matrix)));
} else {
world_normal_matrix = mat3(world_matrix);
}
@@ -370,37 +370,68 @@ void main() {
#VERSION_DEFINES
+/* Specialization Constants */
+
+#if !defined(MODE_RENDER_DEPTH)
+
+#if !defined(MODE_UNSHADED)
+
+layout(constant_id = 0) const bool sc_use_light_projector = false;
+layout(constant_id = 1) const bool sc_use_light_soft_shadows = false;
+layout(constant_id = 2) const bool sc_use_directional_soft_shadows = false;
+
+layout(constant_id = 3) const uint sc_soft_shadow_samples = 4;
+layout(constant_id = 4) const uint sc_penumbra_shadow_samples = 4;
+
+layout(constant_id = 5) const uint sc_directional_soft_shadow_samples = 4;
+layout(constant_id = 6) const uint sc_directional_penumbra_shadow_samples = 4;
+
+layout(constant_id = 8) const bool sc_projector_use_mipmaps = true;
+
+layout(constant_id = 9) const bool sc_disable_omni_lights = false;
+layout(constant_id = 10) const bool sc_disable_spot_lights = false;
+layout(constant_id = 11) const bool sc_disable_reflection_probes = false;
+layout(constant_id = 12) const bool sc_disable_directional_lights = false;
+
+#endif //!MODE_UNSHADED
+
+layout(constant_id = 7) const bool sc_decal_use_mipmaps = true;
+layout(constant_id = 13) const bool sc_disable_decals = false;
+layout(constant_id = 14) const bool sc_disable_fog = false;
+
+#endif //!MODE_RENDER_DEPTH
+
/* Include our forward mobile UBOs definitions etc. */
#include "scene_forward_mobile_inc.glsl"
/* Varyings */
-layout(location = 0) in vec3 vertex_interp;
+layout(location = 0) highp in vec3 vertex_interp;
#ifdef NORMAL_USED
-layout(location = 1) in vec3 normal_interp;
+layout(location = 1) mediump in vec3 normal_interp;
#endif
#if defined(COLOR_USED)
-layout(location = 2) in vec4 color_interp;
+layout(location = 2) mediump in vec4 color_interp;
#endif
#ifdef UV_USED
-layout(location = 3) in vec2 uv_interp;
+layout(location = 3) mediump in vec2 uv_interp;
#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
-layout(location = 4) in vec2 uv2_interp;
+layout(location = 4) mediump in vec2 uv2_interp;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 5) in vec3 tangent_interp;
-layout(location = 6) in vec3 binormal_interp;
+layout(location = 5) mediump in vec3 tangent_interp;
+layout(location = 6) mediump in vec3 binormal_interp;
#endif
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) in float dp_clip;
+layout(location = 8) highp in float dp_clip;
#endif
@@ -462,7 +493,7 @@ layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
#else
-layout(location = 0) out vec4 frag_color;
+layout(location = 0) out mediump vec4 frag_color;
#endif // MODE_MULTIPLE_RENDER_TARGETS
#endif // RENDER DEPTH
@@ -471,6 +502,11 @@ layout(location = 0) out vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+#define SPECULAR_SCHLICK_GGX
+#endif
+
#include "scene_forward_lights_inc.glsl"
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
@@ -543,7 +579,6 @@ 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;
@@ -707,7 +742,7 @@ void main() {
// to maximize VGPR usage
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
- if (scene_data.fog_enabled) {
+ if (!sc_disable_fog && scene_data.fog_enabled) {
fog = fog_process(vertex);
}
@@ -725,7 +760,7 @@ void main() {
vec3 vertex_ddx = dFdx(vertex);
vec3 vertex_ddy = dFdy(vertex);
- { //Decals
+ if (!sc_disable_decals) { //Decals
// must implement
uint decal_indices = draw_call.decals.x;
@@ -746,25 +781,35 @@ void main() {
continue; //out of decal
}
- //we need ddx/ddy for mipmaps, so simulate them
- vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
- vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
-
float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
if (decals.data[decal_index].normal_fade > 0.0) {
fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
}
+ //we need ddx/ddy for mipmaps, so simulate them
+ vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
+ vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
+
if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
//has albedo
- vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ vec4 decal_albedo;
+ if (sc_decal_use_mipmaps) {
+ decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ } else {
+ decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0);
+ }
decal_albedo *= decals.data[decal_index].modulate;
decal_albedo.a *= fade;
albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
if (decals.data[decal_index].normal_rect != vec4(0.0)) {
- vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ vec3 decal_normal;
+ if (sc_decal_use_mipmaps) {
+ decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ } else {
+ decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz;
+ }
decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
//convert to view space, use xzy because y is up
@@ -774,7 +819,12 @@ void main() {
}
if (decals.data[decal_index].orm_rect != vec4(0.0)) {
- vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ vec3 decal_orm;
+ if (sc_decal_use_mipmaps) {
+ decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ } else {
+ decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz;
+ }
ao = mix(ao, decal_orm.r, decal_albedo.a);
roughness = mix(roughness, decal_orm.g, decal_albedo.a);
metallic = mix(metallic, decal_orm.b, decal_albedo.a);
@@ -783,7 +833,11 @@ void main() {
if (decals.data[decal_index].emission_rect != vec4(0.0)) {
//emission is additive, so its independent from albedo
- emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ if (sc_decal_use_mipmaps) {
+ emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ } else {
+ emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
+ }
}
}
} //Decals
@@ -793,7 +847,7 @@ void main() {
#ifdef NORMAL_USED
if (scene_data.roughness_limiter_enabled) {
- //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
float roughness2 = roughness * roughness;
vec3 dndu = dFdx(normal), dndv = dFdy(normal);
float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
@@ -824,6 +878,8 @@ void main() {
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
@@ -921,7 +977,7 @@ void main() {
// skipping ssao, do we remove ssao totally?
- { //Reflection probes
+ if (!sc_disable_reflection_probes) { //Reflection probes
vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
@@ -962,7 +1018,7 @@ void main() {
specular_light *= specular * metallic * albedo * 2.0;
#else
- // scales the specular reflections, needs to be be computed before lighting happens,
+ // scales the specular reflections, needs to be computed before lighting happens,
// but after environment, GI, and reflection probes are added
// Environment brdf approximation (Lazarov 2013)
// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
@@ -987,7 +1043,7 @@ void main() {
// LIGHTING
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
- { //directional light
+ if (!sc_disable_directional_lights) { //directional light
// Do shadow and lighting in two passes to reduce register pressure
uint shadow0 = 0;
@@ -1285,7 +1341,7 @@ void main() {
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), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1293,7 +1349,6 @@ void main() {
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
transmittance_z,
#endif
@@ -1318,7 +1373,7 @@ void main() {
}
} //directional light
- { //omni lights
+ if (!sc_disable_omni_lights) { //omni lights
uint light_indices = draw_call.omni_lights.x;
for (uint i = 0; i < 8; i++) {
uint light_index = light_indices & 0xFF;
@@ -1332,7 +1387,7 @@ void main() {
break;
}
- float shadow = light_process_omni_shadow(light_index, vertex, view);
+ float shadow = light_process_omni_shadow(light_index, vertex, normal);
shadow = blur_shadow(shadow);
@@ -1344,7 +1399,6 @@ void main() {
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
#endif
*/
@@ -1366,7 +1420,7 @@ void main() {
}
} //omni lights
- { //spot lights
+ if (!sc_disable_spot_lights) { //spot lights
uint light_indices = draw_call.spot_lights.x;
for (uint i = 0; i < 8; i++) {
@@ -1381,7 +1435,7 @@ void main() {
break;
}
- float shadow = light_process_spot_shadow(light_index, vertex, view);
+ float shadow = light_process_spot_shadow(light_index, vertex, normal);
shadow = blur_shadow(shadow);
@@ -1393,7 +1447,6 @@ 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..dd8879acb4 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -16,12 +16,12 @@
/* don't exceed 128 bytes!! */
/* put instance data into our push content, not a array */
layout(push_constant, binding = 0, std430) uniform DrawCall {
- mat4 transform; // 64 - 64
+ highp mat4 transform; // 64 - 64
uint flags; // 04 - 68
uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76
uint layer_mask; // 04 - 80
- vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
+ highp vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
uvec2 reflection_probes; // 08 - 104
uvec2 omni_lights; // 08 - 112
@@ -51,6 +51,10 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
+layout(set = 0, binding = 3) uniform sampler decal_sampler;
+layout(set = 0, binding = 4) uniform sampler light_projector_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)
@@ -65,24 +69,22 @@ 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 {
+layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
omni_lights;
-layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
LightData data[];
}
spot_lights;
-layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
+layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
ReflectionData data[];
}
reflections;
-layout(set = 0, binding = 6, std140) uniform DirectionalLights {
+layout(set = 0, binding = 8, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@@ -91,103 +93,98 @@ directional_lights;
#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
struct Lightmap {
- mat3 normal_xform;
+ mediump mat3 normal_xform;
};
-layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
+layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
struct LightmapCapture {
- vec4 sh[9];
+ mediump vec4 sh[9];
};
-layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 9) uniform texture2D decal_atlas;
-layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 11) uniform mediump texture2D decal_atlas;
+layout(set = 0, binding = 12) uniform mediump texture2D decal_atlas_srgb;
-layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
- vec4 data[];
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
+ highp vec4 data[];
}
global_variables;
/* Set 1: Render Pass (changes per render pass) */
layout(set = 1, binding = 0, std140) uniform SceneData {
- mat4 projection_matrix;
- mat4 inv_projection_matrix;
- mat4 camera_matrix;
- mat4 inv_camera_matrix;
+ highp mat4 projection_matrix;
+ highp mat4 inv_projection_matrix;
+ highp mat4 camera_matrix;
+ highp mat4 inv_camera_matrix;
// only used for multiview
- mat4 projection_matrix_view[MAX_VIEWS];
- mat4 inv_projection_matrix_view[MAX_VIEWS];
-
- vec2 viewport_size;
- vec2 screen_pixel_size;
+ highp mat4 projection_matrix_view[MAX_VIEWS];
+ highp mat4 inv_projection_matrix_view[MAX_VIEWS];
- //use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
- vec4 directional_penumbra_shadow_kernel[32];
- vec4 directional_soft_shadow_kernel[32];
- vec4 penumbra_shadow_kernel[32];
- vec4 soft_shadow_kernel[32];
+ highp vec2 viewport_size;
+ highp vec2 screen_pixel_size;
- uint directional_penumbra_shadow_samples;
- uint directional_soft_shadow_samples;
- uint penumbra_shadow_samples;
- uint soft_shadow_samples;
+ // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
+ highp vec4 directional_penumbra_shadow_kernel[32];
+ highp vec4 directional_soft_shadow_kernel[32];
+ highp vec4 penumbra_shadow_kernel[32];
+ highp vec4 soft_shadow_kernel[32];
- vec4 ambient_light_color_energy;
+ mediump vec4 ambient_light_color_energy;
- float ambient_color_sky_mix;
+ mediump float ambient_color_sky_mix;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
- mat3 radiance_inverse_xform;
+ mediump mat3 radiance_inverse_xform;
- vec2 shadow_atlas_pixel_size;
- vec2 directional_shadow_pixel_size;
+ highp vec2 shadow_atlas_pixel_size;
+ highp vec2 directional_shadow_pixel_size;
uint directional_light_count;
- float dual_paraboloid_side;
- float z_far;
- float z_near;
+ mediump float dual_paraboloid_side;
+ highp float z_far;
+ highp float z_near;
bool ssao_enabled;
- float ssao_light_affect;
- float ssao_ao_affect;
+ mediump float ssao_light_affect;
+ mediump float ssao_ao_affect;
bool roughness_limiter_enabled;
- float roughness_limiter_amount;
- float roughness_limiter_limit;
+ mediump float roughness_limiter_amount;
+ mediump float roughness_limiter_limit;
uvec2 roughness_limiter_pad;
- vec4 ao_color;
+ mediump vec4 ao_color;
bool fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
+ highp float fog_density;
+ highp float fog_height;
+ highp float fog_height_density;
- vec3 fog_light_color;
- float fog_sun_scatter;
+ mediump vec3 fog_light_color;
+ mediump float fog_sun_scatter;
- float fog_aerial_perspective;
+ mediump float fog_aerial_perspective;
bool material_uv2_mode;
- float time;
- float reflection_multiplier; // one normally, zero when rendering reflections
+ highp float time;
+ mediump float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
uint pad1;
@@ -198,30 +195,30 @@ scene_data;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
-layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
+layout(set = 1, binding = 2) uniform mediump textureCubeArray radiance_cubemap;
#else
-layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
+layout(set = 1, binding = 2) uniform mediump textureCube radiance_cubemap;
#endif
-layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
+layout(set = 1, binding = 3) uniform mediump textureCubeArray reflection_atlas;
-layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
+layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas;
-layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
+layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas;
// this needs to change to providing just the lightmap we're using..
layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-layout(set = 1, binding = 9) uniform texture2D depth_buffer;
-layout(set = 1, binding = 10) uniform texture2D color_buffer;
+layout(set = 1, binding = 9) uniform highp texture2D depth_buffer;
+layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
/* Set 2 Skeleton & Instancing (can change per item) */
layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
- vec4 data[];
+ highp vec4 data[];
}
transforms;
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_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
index 0eacbc5363..4290d5b869 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
@@ -24,7 +24,7 @@ layout(push_constant, binding = 0, std430) uniform Params {
}
params;
-// http://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
+// https://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
vec3 get_sphere_vertex(uint p_vertex_id) {
float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power);
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index 99db35bb34..d6e5c6a92e 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -20,10 +20,10 @@ layout(set = 0, binding = 3, std430) restrict readonly buffer DispatchData {
dispatch_data;
struct ProcessVoxel {
- uint position; //xyz 7 bit packed, extra 11 bits for neigbours
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
- uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
+ uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
+ uint albedo; // rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors.
+ uint light; // rgbe8985 encoded total saved light, extra 2 bits for neighbors.
+ uint light_aniso; // 55555 light anisotropy, extra 2 bits for neighbors.
//total neighbours: 26
};
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index bc376e9522..eedd28959c 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
@@ -266,9 +266,9 @@ void main() {
} else if (params.sky_mode == SKY_MODE_SKY) {
#ifdef USE_CUBEMAP_ARRAY
- light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+ light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; // Use second mipmap because we don't usually throw a lot of rays, so this compensates.
#else
- light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+ light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; // Use second mipmap because we don't usually throw a lot of rays, so this compensates.
#endif
light.rgb *= params.sky_energy;
light.a = 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
index aa4ded146f..4d9fa85a74 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
@@ -101,7 +101,7 @@ layout(set = 0, binding = 10, std430) restrict buffer DispatchData {
dispatch_data;
struct ProcessVoxel {
- uint position; //xyz 7 bit packed, extra 11 bits for neigbours
+ uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
@@ -134,7 +134,7 @@ layout(set = 0, binding = 5, std430) restrict buffer readonly DispatchData {
dispatch_data;
struct ProcessVoxel {
- uint position; //xyz 7 bit packed, extra 11 bits for neigbours
+ uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
@@ -183,7 +183,7 @@ void main() {
ivec3 write_pos = read_pos + params.scroll;
if (any(lessThan(write_pos, ivec3(0))) || any(greaterThanEqual(write_pos, ivec3(params.grid_size)))) {
- return; //fits outside the 3D texture, dont do anything
+ return; // Fits outside the 3D texture, don't do anything.
}
uint albedo = ((src_process_voxels.data[index].albedo & 0x7FFF) << 1) | 1; //add solid bit
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 23f83b3b9c..f997101183 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -35,13 +35,17 @@ void main() {
layout(location = 0) in vec2 uv_interp;
-#ifdef MULTIVIEW
+#ifdef SUBPASS
+layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput input_color;
+#elif defined(MULTIVIEW)
layout(set = 0, binding = 0) uniform sampler2DArray source_color;
#else
layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
+
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(set = 2, binding = 0) uniform sampler2D source_glow;
+
#ifdef USE_1D_LUT
layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
#else
@@ -180,10 +184,6 @@ vec3 tonemap_aces(vec3 color, float white) {
}
vec3 tonemap_reinhard(vec3 color, float white) {
- // Ensure color values are positive.
- // They can be negative in the case of negative lights, which leads to undesired behavior.
- color = max(vec3(0.0), color);
-
return (white * color + color) / (color * white + white);
}
@@ -207,7 +207,7 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
return tonemap_reinhard(color, white);
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
return tonemap_filmic(color, white);
- } else { //aces
+ } else { // TONEMAPPER_ACES
return tonemap_aces(color, white);
}
}
@@ -291,6 +291,7 @@ vec3 apply_color_correction(vec3 color) {
}
#endif
+#ifndef SUBPASS
vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
@@ -346,8 +347,9 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
return rgbB;
}
}
+#endif // !SUBPASS
-// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
+// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
vec3 screen_space_dither(vec2 frag_coord) {
@@ -360,7 +362,10 @@ vec3 screen_space_dither(vec2 frag_coord) {
}
void main() {
-#ifdef MULTIVIEW
+#ifdef SUBPASS
+ // SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer
+ vec3 color = subpassLoad(input_color).rgb;
+#elif defined(MULTIVIEW)
vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb;
#else
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
@@ -370,14 +375,16 @@ void main() {
float exposure = params.exposure;
+#ifndef SUBPASS
if (params.use_auto_exposure) {
exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
}
+#endif
color *= exposure;
// Early Tonemap & SRGB Conversion
-
+#ifndef SUBPASS
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
vec3 glow = gather_glow(source_glow, uv_interp);
color.rgb = mix(color.rgb, glow, params.glow_intensity);
@@ -386,15 +393,21 @@ void main() {
if (params.use_fxaa) {
color = do_fxaa(color, exposure, uv_interp);
}
+#endif
+
if (params.use_debanding) {
// For best results, debanding should be done before tonemapping.
// Otherwise, we're adding noise to an already-quantized image.
color += screen_space_dither(gl_FragCoord.xy);
}
- color = apply_tonemapping(color, params.white);
+
+ // Ensure color values passed to tonemappers are positive.
+ // They can be negative in the case of negative lights, which leads to undesired behavior.
+ color = apply_tonemapping(max(vec3(0.0), color), params.white);
color = linear_to_srgb(color); // regular linear -> SRGB conversion
+#ifndef SUBPASS
// Glow
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
@@ -406,6 +419,7 @@ void main() {
color = apply_glow(color, glow);
}
+#endif
// Additional effects
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index d71425f465..972637d183 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;
@@ -203,12 +201,20 @@ 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;
virtual void update_visibility_notifiers() = 0;
+ virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
+
virtual bool free(RID p_rid) = 0;
RendererScene();
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 60c7dbf3b7..cd8014632d 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) {
@@ -151,6 +151,22 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
}
+ if (light->uses_projector) {
+ geom->projector_count++;
+ if (geom->projector_count == 1) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
+ }
+ }
+
+ if (light->uses_softshadow) {
+ geom->softshadow_count++;
+ if (geom->softshadow_count == 1) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
+ }
+ }
+
} else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
@@ -242,6 +258,32 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
}
+ if (light->uses_projector) {
+#ifdef DEBUG_ENABLED
+ if (geom->projector_count == 0) {
+ ERR_PRINT("geom->projector_count==0 - BUG!");
+ }
+#endif
+ geom->projector_count--;
+ if (geom->projector_count == 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
+ }
+ }
+
+ if (light->uses_softshadow) {
+#ifdef DEBUG_ENABLED
+ if (geom->softshadow_count == 0) {
+ ERR_PRINT("geom->softshadow_count==0 - BUG!");
+ }
+#endif
+ geom->softshadow_count--;
+ if (geom->softshadow_count == 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
+ }
+ }
+
} else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
@@ -310,7 +352,9 @@ 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 +370,6 @@ 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 +458,9 @@ 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 +514,6 @@ 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 +625,6 @@ 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 +922,7 @@ 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 +975,6 @@ 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);
@@ -1229,7 +1259,7 @@ void RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance)
}
if (cycle_detected) {
- ERR_PRINT("Cycle detected in the visibility dependecies tree.");
+ ERR_PRINT("Cycle detected in the visibility dependencies tree.");
for (Set<Instance *>::Element *E = traversed_nodes.front(); E; E = E->next()) {
Instance *instance = E->get();
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
@@ -1327,6 +1357,8 @@ 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 +1562,6 @@ 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;
@@ -1543,7 +1574,11 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
}
} break;
case RS::INSTANCE_LIGHT: {
- idata.instance_data_rid = static_cast<InstanceLightData *>(p_instance->base_data)->instance.get_id();
+ InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data);
+ idata.instance_data_rid = light_data->instance.get_id();
+ light_data->uses_projector = RSG::storage->light_has_projector(p_instance->base);
+ light_data->uses_softshadow = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
+
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance.get_id();
@@ -1749,14 +1784,6 @@ 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;
@@ -1839,7 +1866,7 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
//rotate it
Basis rot = lightmap->transform.basis.orthonormalized();
for (int i = 0; i < 3; i++) {
- float csh[9];
+ real_t csh[9];
for (int j = 0; j < 9; j++) {
csh[j] = sh[j][i];
}
@@ -1851,7 +1878,7 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
- float blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
+ real_t blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
//make blend more rounded
blend = Math::lerp(inner_pos.length(), blend, blend);
blend *= blend;
@@ -1898,8 +1925,6 @@ 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;
@@ -1930,10 +1955,6 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
- real_t first_radius = 0.0;
-
- real_t min_distance_bias_scale = distances[1];
-
cull.shadow_count = p_shadow_index + 1;
cull.shadows[p_shadow_index].cascade_count = splits;
cull.shadows[p_shadow_index].light_instance = light->instance;
@@ -1981,8 +2002,8 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
real_t z_min_cam = 0.f;
//real_t z_max_cam = 0.f;
- real_t bias_scale = 1.0;
- real_t aspect_bias_scale = 1.0;
+ //real_t bias_scale = 1.0;
+ //real_t aspect_bias_scale = 1.0;
//used for culling
@@ -2036,12 +2057,6 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
radius *= texture_size / (texture_size - 2.0); //add a texel by each side
- if (i == 0) {
- first_radius = radius;
- } else {
- bias_scale = radius / first_radius;
- }
-
z_min_cam = z_vec.dot(center) - radius;
{
@@ -2059,22 +2074,13 @@ 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
@@ -2094,64 +2100,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
// a pre pass will need to be needed to determine the actual z-near to be used
- if (pancake_size > 0) {
- z_max = z_vec.dot(center) + radius + pancake_size;
- }
-
- if (aspect != 1.0) {
- // if the aspect is different, then the radius will become larger.
- // if this happens, then bias needs to be adjusted too, as depth will increase
- // to do this, compare the depth of one that would have resulted from a square frustum
-
- CameraMatrix camera_matrix_square;
- if (p_cam_orthogonal) {
- Vector2 vp_he = camera_matrix.get_viewport_half_extents();
- if (p_cam_vaspect) {
- camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
- } else {
- camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
- }
- } else {
- Vector2 vp_he = camera_matrix.get_viewport_half_extents();
- if (p_cam_vaspect) {
- camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
- } else {
- camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
- }
- }
-
- Vector3 endpoints_square[8]; // frustum plane endpoints
- res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square);
- ERR_CONTINUE(!res);
- Vector3 center_square;
-
- for (int j = 0; j < 8; j++) {
- center_square += endpoints_square[j];
- }
-
- center_square /= 8.0;
-
- real_t radius_square = 0;
-
- for (int j = 0; j < 8; j++) {
- real_t d = center_square.distance_to(endpoints_square[j]);
- if (d > radius_square) {
- radius_square = d;
- }
- }
-
- radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
-
- float z_max_square = z_vec.dot(center_square) + radius_square + pancake_size;
-
- real_t z_min_cam_square = z_vec.dot(center_square) - radius_square;
-
- aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square);
-
- // this is not entirely perfect, because the cull-adjusted z-max may be different
- // but at least it's warranted that it results in a greater bias, so no acne should be present either way.
- // pancaking also helps with this.
- }
+ z_max = z_vec.dot(center) + radius + pancake_size;
{
CameraMatrix ortho_camera;
@@ -2172,7 +2121,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
cull.shadows[p_shadow_index].cascades[i].zfar = z_max - z_min_cam;
cull.shadows[p_shadow_index].cascades[i].split = distances[i + 1];
cull.shadows[p_shadow_index].cascades[i].shadow_texel_size = radius * 2.0 / texture_size;
- cull.shadows[p_shadow_index].cascades[i].bias_scale = bias_scale * aspect_bias_scale * min_distance_bias_scale;
+ cull.shadows[p_shadow_index].cascades[i].bias_scale = (z_max - z_min_cam);
cull.shadows[p_shadow_index].cascades[i].range_begin = z_max;
cull.shadows[p_shadow_index].cascades[i].uv_scale = uv_scale;
}
@@ -2231,8 +2180,6 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
- Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
-
RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
@@ -2266,7 +2213,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
CameraMatrix cm;
- cm.set_perspective(90, 1, 0.01, radius);
+ cm.set_perspective(90, 1, radius * 0.005f, radius);
for (int i = 0; i < 6; i++) {
RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
@@ -2352,7 +2299,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
CameraMatrix cm;
- cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
+ cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
Vector<Plane> planes = cm.get_projection_planes(light_transform);
@@ -2404,7 +2351,7 @@ 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 +2433,7 @@ 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
}
@@ -2578,10 +2525,10 @@ 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 && 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))
+#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))
if (!HIDDEN_BY_VISIBILITY_CHECKS) {
if (LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) {
@@ -2676,6 +2623,13 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
}
+ if (idata.flags & InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+
+ scene_render->geometry_instance_set_softshadow_projector_pairing(geom->geometry_instance, geom->softshadow_count > 0, geom->projector_count > 0);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY);
+ }
+
if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
uint32_t idx = 0;
@@ -2792,7 +2746,7 @@ 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 +2762,12 @@ 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;
@@ -2838,12 +2792,9 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
//rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
- Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
-
- Plane near_plane(p_camera_data->main_transform.origin, -p_camera_data->main_transform.basis.get_axis(2).normalized());
-
/* STEP 2 - CULL */
+ Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
cull.frustum = Frustum(planes);
Vector<RID> directional_lights;
@@ -2853,8 +2804,8 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
Vector<Instance *> lights_with_shadow;
- for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
- if (!E->get()->visible) {
+ for (Instance *E : scenario->directional_lights) {
+ if (!E->visible) {
continue;
}
@@ -2862,13 +2813,13 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
break;
}
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
//check shadow..
if (light) {
- if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base) && !(RSG::storage->light_get_type(E->get()->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->get()->base))) {
- lights_with_shadow.push_back(E->get());
+ if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->base))) {
+ lights_with_shadow.push_back(E);
}
//add to list
directional_lights.push_back(light->instance);
@@ -2924,6 +2875,7 @@ 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 +3088,7 @@ 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 +3125,6 @@ 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;
@@ -3368,8 +3319,7 @@ void RendererSceneCull::render_probes() {
idx++;
}
- for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
+ for (const Instance *instance : probe->owner->scenario->directional_lights) {
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
if (!instance->visible) {
continue;
@@ -3442,8 +3392,7 @@ void RendererSceneCull::render_probes() {
idx++;
}
- for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
+ for (const Instance *instance : probe->owner->scenario->directional_lights) {
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
if (!instance->visible) {
continue;
@@ -3550,26 +3499,26 @@ void RendererSceneCull::render_particle_colliders() {
void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
List<RendererStorage::InstanceShaderParam> plist;
RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
- for (List<RendererStorage::InstanceShaderParam>::Element *E = plist.front(); E; E = E->next()) {
- StringName name = E->get().info.name;
+ for (const RendererStorage::InstanceShaderParam &E : plist) {
+ StringName name = E.info.name;
if (isparams.has(name)) {
- if (isparams[name].info.type != E->get().info.type) {
- WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
+ if (isparams[name].info.type != E.info.type) {
+ WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E.info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
}
- if (isparams[name].index != E->get().index) {
- WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
+ if (isparams[name].index != E.index) {
+ WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E.info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
}
continue; //first one found always has priority
}
Instance::InstanceShaderParameter isp;
- isp.index = E->get().index;
- isp.info = E->get().info;
- isp.default_value = E->get().default_value;
+ isp.index = E.index;
+ isp.info = E.info;
+ isp.default_value = E.default_value;
if (existing_isparams.has(name)) {
isp.value = existing_isparams[name].value;
} else {
- isp.value = E->get().default_value;
+ isp.value = E.default_value;
}
isparams[name] = isp;
}
@@ -3681,25 +3630,6 @@ 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 +3747,7 @@ 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 +3763,6 @@ 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 +3786,6 @@ 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..96fe6ce25c 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);
@@ -267,6 +267,7 @@ public:
FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
+ FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 22),
};
uint32_t flags = 0;
@@ -315,7 +316,6 @@ public:
DynamicBVH indexers[INDEXER_MAX];
- RS::ScenarioDebugMode debug;
RID self;
List<Instance *> directional_lights;
@@ -338,14 +338,13 @@ 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 +354,6 @@ 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);
@@ -492,6 +490,14 @@ public:
case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: {
//ignored
} break;
+ case RendererStorage::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
+ //requires repairing
+ if (instance->indexer_id.is_valid()) {
+ singleton->_unpair_instance(instance);
+ singleton->_instance_queue_update(instance, true, true);
+ }
+
+ } break;
}
}
@@ -570,6 +576,8 @@ public:
Set<Instance *> lights;
bool can_cast_shadows;
bool material_is_animated;
+ uint32_t projector_count = 0;
+ uint32_t softshadow_count = 0;
Set<Instance *> decals;
Set<Instance *> reflection_probes;
@@ -634,6 +642,8 @@ public:
List<Instance *>::Element *D; // directional light in scenario
bool shadow_dirty;
+ bool uses_projector = false;
+ bool uses_softshadow = false;
Set<Instance *> geometries;
@@ -895,7 +905,7 @@ 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 +924,6 @@ 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 +1025,17 @@ 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();
@@ -1134,6 +1143,9 @@ public:
PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
+ PASS1(decals_set_filter, RS::DecalFilter)
+ PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
+
virtual void update();
bool free(RID p_rid);
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_occlusion_cull.h b/servers/rendering/renderer_scene_occlusion_cull.h
index 1d0f53c0bf..e06b3ba153 100644
--- a/servers/rendering/renderer_scene_occlusion_cull.h
+++ b/servers/rendering/renderer_scene_occlusion_cull.h
@@ -60,7 +60,7 @@ public:
void update_mips();
- _FORCE_INLINE_ bool is_occluded(const float p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const CameraMatrix &p_cam_projection, float p_near) const {
+ _FORCE_INLINE_ bool is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const CameraMatrix &p_cam_projection, real_t p_near) const {
if (is_empty()) {
return false;
}
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..2000afa0d3 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 {
@@ -68,6 +69,8 @@ public:
virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) = 0;
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) = 0;
+ virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) = 0;
+
virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) = 0;
/* SHADOW ATLAS API */
@@ -234,7 +237,7 @@ 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;
@@ -259,6 +262,9 @@ public:
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
+ virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
+
virtual void update() = 0;
virtual ~RendererSceneRender() {}
};
diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h
index f22c582f48..2304394501 100644
--- a/servers/rendering/renderer_storage.h
+++ b/servers/rendering/renderer_storage.h
@@ -48,6 +48,7 @@ public:
DEPENDENCY_CHANGED_SKELETON_DATA,
DEPENDENCY_CHANGED_SKELETON_BONES,
DEPENDENCY_CHANGED_LIGHT,
+ DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR,
DEPENDENCY_CHANGED_REFLECTION_PROBE,
};
@@ -130,7 +131,6 @@ 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 +230,9 @@ 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 +290,6 @@ 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;
@@ -348,14 +332,14 @@ 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;
virtual bool light_has_shadow(RID p_light) const = 0;
+ virtual bool light_has_projector(RID p_light) const = 0;
+
virtual RS::LightType light_get_type(RID p_light) const = 0;
virtual AABB light_get_aabb(RID p_light) const = 0;
virtual float light_get_param(RID p_light, RS::LightParam p_param) = 0;
@@ -438,12 +422,6 @@ 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;
@@ -490,23 +468,23 @@ public:
virtual bool particles_get_emitting(RID p_particles) = 0;
virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
- virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0;
+ virtual void particles_set_lifetime(RID p_particles, double p_lifetime) = 0;
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
- virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0;
- virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0;
- virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0;
+ virtual void particles_set_pre_process_time(RID p_particles, double p_time) = 0;
+ virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) = 0;
+ virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) = 0;
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;
- virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0;
+ virtual void particles_set_speed_scale(RID p_particles, double p_scale) = 0;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
virtual void particles_set_interpolate(RID p_particles, bool p_enable) = 0;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
- virtual void particles_set_collision_base_size(RID p_particles, float p_size) = 0;
+ virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) = 0;
virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) = 0;
- virtual void particles_set_trails(RID p_particles, bool p_enable, float p_length) = 0;
+ virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) = 0;
virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) = 0;
virtual void particles_restart(RID p_particles) = 0;
@@ -545,11 +523,11 @@ public:
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) = 0;
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0;
- virtual void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius) = 0; //for spheres
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; //for spheres
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; //for non-spheres
- virtual void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) = 0;
- virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality) = 0;
- virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve) = 0;
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0;
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0;
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0;
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; //for SDF and vector field, heightfield is dynamic
virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; //for SDF and vector field
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
@@ -624,11 +602,9 @@ 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..b302c6b793 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -38,23 +38,23 @@ RenderingDevice *RenderingDevice::get_singleton() {
return singleton;
}
-RenderingDevice::ShaderCompileFunction RenderingDevice::compile_function = nullptr;
+RenderingDevice::ShaderCompileToSPIRVFunction RenderingDevice::compile_to_spirv_function = nullptr;
RenderingDevice::ShaderCacheFunction RenderingDevice::cache_function = nullptr;
-RenderingDevice::ShaderGetCacheKeyFunction RenderingDevice::get_cache_key_function = nullptr;
+RenderingDevice::ShaderSPIRVGetCacheKeyFunction RenderingDevice::get_spirv_cache_key_function = nullptr;
-void RenderingDevice::shader_set_compile_function(ShaderCompileFunction p_function) {
- compile_function = p_function;
+void RenderingDevice::shader_set_compile_to_spirv_function(ShaderCompileToSPIRVFunction p_function) {
+ compile_to_spirv_function = p_function;
}
-void RenderingDevice::shader_set_cache_function(ShaderCacheFunction p_function) {
+void RenderingDevice::shader_set_spirv_cache_function(ShaderCacheFunction p_function) {
cache_function = p_function;
}
-void RenderingDevice::shader_set_get_cache_key_function(ShaderGetCacheKeyFunction p_function) {
- get_cache_key_function = p_function;
+void RenderingDevice::shader_set_get_cache_key_function(ShaderSPIRVGetCacheKeyFunction p_function) {
+ get_spirv_cache_key_function = p_function;
}
-Vector<uint8_t> RenderingDevice::shader_compile_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, bool p_allow_cache) {
+Vector<uint8_t> RenderingDevice::shader_compile_spirv_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, bool p_allow_cache) {
if (p_allow_cache && cache_function) {
Vector<uint8_t> cache = cache_function(p_stage, p_source_code, p_language);
if (cache.size()) {
@@ -62,18 +62,24 @@ Vector<uint8_t> RenderingDevice::shader_compile_from_source(ShaderStage p_stage,
}
}
- ERR_FAIL_COND_V(!compile_function, Vector<uint8_t>());
+ ERR_FAIL_COND_V(!compile_to_spirv_function, Vector<uint8_t>());
- return compile_function(p_stage, p_source_code, p_language, r_error, &device_capabilities);
+ return compile_to_spirv_function(p_stage, p_source_code, p_language, r_error, &device_capabilities);
}
-String RenderingDevice::shader_get_cache_key() const {
- if (get_cache_key_function) {
- return get_cache_key_function(&device_capabilities);
+String RenderingDevice::shader_get_spirv_cache_key() const {
+ if (get_spirv_cache_key_function) {
+ return get_spirv_cache_key_function(&device_capabilities);
}
return String();
}
+RID RenderingDevice::shader_create_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name) {
+ Vector<uint8_t> bytecode = shader_compile_binary_from_spirv(p_spirv, p_shader_name);
+ ERR_FAIL_COND_V(bytecode.size() == 0, RID());
+ return shader_create_from_bytecode(bytecode);
+}
+
RID RenderingDevice::_texture_create(const Ref<RDTextureFormat> &p_format, const Ref<RDTextureView> &p_view, const TypedArray<PackedByteArray> &p_data) {
ERR_FAIL_COND_V(p_format.is_null(), RID());
ERR_FAIL_COND_V(p_view.is_null(), RID());
@@ -98,7 +104,19 @@ 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());
+
+ 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;
+ }
+ return framebuffer_format_create(attachments, p_view_count);
+}
+
+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());
@@ -107,12 +125,31 @@ 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);
+
+ 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 Array &p_textures, FramebufferFormatID p_format_check) {
+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);
+ 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);
+ 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) {
@@ -139,40 +176,59 @@ RID RenderingDevice::_vertex_array_create(uint32_t p_vertex_count, VertexFormatI
return vertex_array_create(p_vertex_count, p_vertex_format, buffers);
}
-Ref<RDShaderBytecode> RenderingDevice::_shader_compile_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache) {
- ERR_FAIL_COND_V(p_source.is_null(), Ref<RDShaderBytecode>());
+Ref<RDShaderSPIRV> RenderingDevice::_shader_compile_spirv_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache) {
+ ERR_FAIL_COND_V(p_source.is_null(), Ref<RDShaderSPIRV>());
- Ref<RDShaderBytecode> bytecode;
- bytecode.instance();
+ Ref<RDShaderSPIRV> bytecode;
+ bytecode.instantiate();
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
String error;
ShaderStage stage = ShaderStage(i);
- Vector<uint8_t> spirv = shader_compile_from_source(stage, p_source->get_stage_source(stage), p_source->get_language(), &error, p_allow_cache);
+ Vector<uint8_t> spirv = shader_compile_spirv_from_source(stage, p_source->get_stage_source(stage), p_source->get_language(), &error, p_allow_cache);
bytecode->set_stage_bytecode(stage, spirv);
bytecode->set_stage_compile_error(stage, error);
}
return bytecode;
}
-RID RenderingDevice::shader_create_from_bytecode(const Ref<RDShaderBytecode> &p_bytecode) {
- ERR_FAIL_COND_V(p_bytecode.is_null(), RID());
+Vector<uint8_t> RenderingDevice::_shader_compile_binary_from_spirv(const Ref<RDShaderSPIRV> &p_spirv, const String &p_shader_name) {
+ ERR_FAIL_COND_V(p_spirv.is_null(), Vector<uint8_t>());
- Vector<ShaderStageData> stage_data;
+ Vector<ShaderStageSPIRVData> stage_data;
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
ShaderStage stage = ShaderStage(i);
- ShaderStageData sd;
+ ShaderStageSPIRVData sd;
sd.shader_stage = stage;
- String error = p_bytecode->get_stage_compile_error(stage);
- ERR_FAIL_COND_V_MSG(error != String(), RID(), "Can't create a shader from an errored bytecode. Check errors in source bytecode.");
- sd.spir_v = p_bytecode->get_stage_bytecode(stage);
+ String error = p_spirv->get_stage_compile_error(stage);
+ ERR_FAIL_COND_V_MSG(error != String(), Vector<uint8_t>(), "Can't create a shader from an errored bytecode. Check errors in source bytecode.");
+ sd.spir_v = p_spirv->get_stage_bytecode(stage);
if (sd.spir_v.is_empty()) {
continue;
}
stage_data.push_back(sd);
}
- return shader_create(stage_data);
+ return shader_compile_binary_from_spirv(stage_data, p_shader_name);
+}
+
+RID RenderingDevice::_shader_create_from_spirv(const Ref<RDShaderSPIRV> &p_spirv, const String &p_shader_name) {
+ ERR_FAIL_COND_V(p_spirv.is_null(), RID());
+
+ Vector<ShaderStageSPIRVData> stage_data;
+ for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
+ ShaderStage stage = ShaderStage(i);
+ ShaderStageSPIRVData sd;
+ sd.shader_stage = stage;
+ String error = p_spirv->get_stage_compile_error(stage);
+ ERR_FAIL_COND_V_MSG(error != String(), RID(), "Can't create a shader from an errored bytecode. Check errors in source bytecode.");
+ sd.spir_v = p_spirv->get_stage_bytecode(stage);
+ if (sd.spir_v.is_empty()) {
+ continue;
+ }
+ stage_data.push_back(sd);
+ }
+ return shader_create_from_spirv(stage_data);
}
RID RenderingDevice::_uniform_set_create(const Array &p_uniforms, RID p_shader, uint32_t p_shader_set) {
@@ -190,7 +246,36 @@ 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 +306,11 @@ 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 +331,22 @@ 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 +374,12 @@ 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);
@@ -284,8 +391,10 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data", "use_restart_indices"), &RenderingDevice::index_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("index_array_create", "index_buffer", "index_offset", "index_count"), &RenderingDevice::index_array_create);
- ClassDB::bind_method(D_METHOD("shader_compile_from_source", "shader_source", "allow_cache"), &RenderingDevice::_shader_compile_from_source, DEFVAL(true));
- ClassDB::bind_method(D_METHOD("shader_create", "shader_data"), &RenderingDevice::shader_create_from_bytecode);
+ ClassDB::bind_method(D_METHOD("shader_compile_spirv_from_source", "shader_source", "allow_cache"), &RenderingDevice::_shader_compile_spirv_from_source, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("shader_compile_binary_from_spirv", "spirv_data", "name"), &RenderingDevice::_shader_compile_binary_from_spirv, DEFVAL(""));
+ ClassDB::bind_method(D_METHOD("shader_create_from_spirv", "spirv_data", "name"), &RenderingDevice::_shader_create_from_spirv, DEFVAL(""));
+ ClassDB::bind_method(D_METHOD("shader_create_from_bytecode", "binary_data"), &RenderingDevice::shader_create_from_bytecode);
ClassDB::bind_method(D_METHOD("shader_get_vertex_input_attribute_mask", "shader"), &RenderingDevice::shader_get_vertex_input_attribute_mask);
ClassDB::bind_method(D_METHOD("uniform_buffer_create", "size_bytes", "data"), &RenderingDevice::uniform_buffer_create, DEFVAL(Vector<uint8_t>()));
@@ -299,10 +408,10 @@ 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));
@@ -311,8 +420,8 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("draw_list_begin_for_screen", "screen", "clear_color"), &RenderingDevice::draw_list_begin_for_screen, DEFVAL(DisplayServer::MAIN_WINDOW_ID), DEFVAL(Color()));
- ClassDB::bind_method(D_METHOD("draw_list_begin", "framebuffer", "initial_color_action", "final_color_action", "initial_depth_action", "final_depth_action", "clear_color_values", "clear_depth", "clear_stencil", "region", "storage_textures"), &RenderingDevice::draw_list_begin, DEFVAL(Vector<Color>()), DEFVAL(1.0), DEFVAL(0), DEFVAL(Rect2i()), DEFVAL(TypedArray<RID>()));
- ClassDB::bind_method(D_METHOD("draw_list_begin_split", "framebuffer", "splits", "initial_color_action", "final_color_action", "initial_depth_action", "final_depth_action", "clear_color_values", "clear_depth", "clear_stencil", "region", "storage_textures"), &RenderingDevice::_draw_list_begin_split, DEFVAL(Vector<Color>()), DEFVAL(1.0), DEFVAL(0), DEFVAL(Rect2i()), DEFVAL(TypedArray<RID>()));
+ ClassDB::bind_method(D_METHOD("draw_list_begin", "framebuffer", "initial_color_action", "final_color_action", "initial_depth_action", "final_depth_action", "clear_color_values", "clear_depth", "clear_stencil", "region", "storage_textures"), &RenderingDevice::draw_list_begin, DEFVAL(Vector<Color>()), DEFVAL(1.0), DEFVAL(0), DEFVAL(Rect2()), DEFVAL(TypedArray<RID>()));
+ ClassDB::bind_method(D_METHOD("draw_list_begin_split", "framebuffer", "splits", "initial_color_action", "final_color_action", "initial_depth_action", "final_depth_action", "clear_color_values", "clear_depth", "clear_stencil", "region", "storage_textures"), &RenderingDevice::_draw_list_begin_split, DEFVAL(Vector<Color>()), DEFVAL(1.0), DEFVAL(0), DEFVAL(Rect2()), DEFVAL(TypedArray<RID>()));
ClassDB::bind_method(D_METHOD("draw_list_bind_render_pipeline", "draw_list", "render_pipeline"), &RenderingDevice::draw_list_bind_render_pipeline);
ClassDB::bind_method(D_METHOD("draw_list_bind_uniform_set", "draw_list", "uniform_set", "set_index"), &RenderingDevice::draw_list_bind_uniform_set);
@@ -322,9 +431,12 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("draw_list_draw", "draw_list", "use_indices", "instances", "procedural_vertex_count"), &RenderingDevice::draw_list_draw, DEFVAL(0));
- 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_enable_scissor", "draw_list", "rect"), &RenderingDevice::draw_list_enable_scissor, DEFVAL(Rect2()));
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 +476,8 @@ 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);
@@ -625,7 +739,7 @@ void RenderingDevice::_bind_methods() {
BIND_ENUM_CONSTANT(TEXTURE_USAGE_CAN_UPDATE_BIT);
BIND_ENUM_CONSTANT(TEXTURE_USAGE_CAN_COPY_FROM_BIT);
BIND_ENUM_CONSTANT(TEXTURE_USAGE_CAN_COPY_TO_BIT);
- BIND_ENUM_CONSTANT(TEXTURE_USAGE_RESOLVE_ATTACHMENT_BIT);
+ BIND_ENUM_CONSTANT(TEXTURE_USAGE_INPUT_ATTACHMENT_BIT);
BIND_ENUM_CONSTANT(TEXTURE_SWIZZLE_IDENTITY);
BIND_ENUM_CONSTANT(TEXTURE_SWIZZLE_ZERO);
@@ -799,6 +913,10 @@ 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 +953,10 @@ 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..e2d207dab2 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -41,12 +41,14 @@ class RDAttachmentFormat;
class RDSamplerState;
class RDVertexAttribute;
class RDShaderSource;
-class RDShaderBytecode;
+class RDShaderSPIRV;
class RDUniforms;
class RDPipelineRasterizationState;
class RDPipelineMultisampleState;
class RDPipelineDepthStencilState;
class RDPipelineColorBlendState;
+class RDFramebufferPass;
+class RDPipelineSpecializationConstant;
class RenderingDevice : public Object {
GDCLASS(RenderingDevice, Object)
@@ -103,14 +105,14 @@ public:
bool supports_multiview = false; // If true this device supports multiview options
};
- typedef String (*ShaderGetCacheKeyFunction)(const Capabilities *p_capabilities);
- typedef Vector<uint8_t> (*ShaderCompileFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, const Capabilities *p_capabilities);
+ typedef String (*ShaderSPIRVGetCacheKeyFunction)(const Capabilities *p_capabilities);
+ typedef Vector<uint8_t> (*ShaderCompileToSPIRVFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, const Capabilities *p_capabilities);
typedef Vector<uint8_t> (*ShaderCacheFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language);
private:
- static ShaderCompileFunction compile_function;
+ static ShaderCompileToSPIRVFunction compile_to_spirv_function;
static ShaderCacheFunction cache_function;
- static ShaderGetCacheKeyFunction get_cache_key_function;
+ static ShaderSPIRVGetCacheKeyFunction get_spirv_cache_key_function;
static RenderingDevice *singleton;
@@ -420,7 +422,7 @@ public:
TEXTURE_USAGE_CAN_UPDATE_BIT = (1 << 6),
TEXTURE_USAGE_CAN_COPY_FROM_BIT = (1 << 7),
TEXTURE_USAGE_CAN_COPY_TO_BIT = (1 << 8),
- TEXTURE_USAGE_RESOLVE_ATTACHMENT_BIT = (1 << 9),
+ TEXTURE_USAGE_INPUT_ATTACHMENT_BIT = (1 << 9),
};
enum TextureSwizzle {
@@ -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;
@@ -636,24 +651,28 @@ public:
const Capabilities *get_device_capabilities() const { return &device_capabilities; };
- virtual Vector<uint8_t> shader_compile_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language = SHADER_LANGUAGE_GLSL, String *r_error = nullptr, bool p_allow_cache = true);
- virtual String shader_get_cache_key() const;
+ virtual Vector<uint8_t> shader_compile_spirv_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language = SHADER_LANGUAGE_GLSL, String *r_error = nullptr, bool p_allow_cache = true);
+ virtual String shader_get_spirv_cache_key() const;
- static void shader_set_compile_function(ShaderCompileFunction p_function);
- static void shader_set_cache_function(ShaderCacheFunction p_function);
- static void shader_set_get_cache_key_function(ShaderGetCacheKeyFunction p_function);
+ static void shader_set_compile_to_spirv_function(ShaderCompileToSPIRVFunction p_function);
+ static void shader_set_spirv_cache_function(ShaderCacheFunction p_function);
+ static void shader_set_get_cache_key_function(ShaderSPIRVGetCacheKeyFunction p_function);
- struct ShaderStageData {
+ struct ShaderStageSPIRVData {
ShaderStage shader_stage;
Vector<uint8_t> spir_v;
- ShaderStageData() {
+ ShaderStageSPIRVData() {
shader_stage = SHADER_STAGE_VERTEX;
}
};
- RID shader_create_from_bytecode(const Ref<RDShaderBytecode> &p_bytecode);
- virtual RID shader_create(const Vector<ShaderStageData> &p_stages) = 0;
+ virtual String shader_get_binary_cache_key() const = 0;
+ virtual Vector<uint8_t> shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "") = 0;
+
+ virtual RID shader_create_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "");
+ virtual RID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary) = 0;
+
virtual uint32_t shader_get_vertex_input_attribute_mask(RID p_shader) = 0;
/******************/
@@ -701,11 +720,39 @@ 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 +1009,13 @@ 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 +1065,10 @@ 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 uint32_t draw_list_get_current_pass() = 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 +1162,13 @@ 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;
@@ -1134,23 +1191,29 @@ 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);
- Ref<RDShaderBytecode> _shader_compile_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache = true);
+ Ref<RDShaderSPIRV> _shader_compile_spirv_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache = true);
+ Vector<uint8_t> _shader_compile_binary_from_spirv(const Ref<RDShaderSPIRV> &p_bytecode, const String &p_shader_name = "");
+ RID _shader_create_from_spirv(const Ref<RDShaderSPIRV> &p_spirv, const String &p_shader_name = "");
RID _uniform_set_create(const Array &p_uniforms, RID p_shader, uint32_t p_shader_set);
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 +1240,11 @@ 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..fa3f2f3895 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) {
@@ -172,8 +172,8 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String
/* STEP 2, Compile the versions, add to shader file */
for (Map<StringName, String>::Element *E = version_texts.front(); E; E = E->next()) {
- Ref<RDShaderBytecode> bytecode;
- bytecode.instance();
+ Ref<RDShaderSPIRV> bytecode;
+ bytecode.instantiate();
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
String code = stage_code[i];
@@ -182,7 +182,7 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String
}
code = code.replace("VERSION_DEFINES", E->get());
String error;
- Vector<uint8_t> spirv = RenderingDevice::get_singleton()->shader_compile_from_source(RD::ShaderStage(i), code, RD::SHADER_LANGUAGE_GLSL, &error, false);
+ Vector<uint8_t> spirv = RenderingDevice::get_singleton()->shader_compile_spirv_from_source(RD::ShaderStage(i), code, RD::SHADER_LANGUAGE_GLSL, &error, false);
bytecode->set_stage_bytecode(RD::ShaderStage(i), spirv);
if (error != "") {
error += String() + "\n\nStage '" + stage_str[i] + "' source code: \n\n";
diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h
index 912674e309..ccc3e2fb39 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;
@@ -235,8 +263,8 @@ protected:
}
};
-class RDShaderBytecode : public Resource {
- GDCLASS(RDShaderBytecode, Resource)
+class RDShaderSPIRV : public Resource {
+ GDCLASS(RDShaderSPIRV, Resource)
Vector<uint8_t> bytecode[RD::SHADER_STAGE_MAX];
String compile_error[RD::SHADER_STAGE_MAX];
@@ -252,6 +280,19 @@ public:
return bytecode[p_stage];
}
+ Vector<RD::ShaderStageSPIRVData> get_stages() const {
+ Vector<RD::ShaderStageSPIRVData> stages;
+ for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
+ if (bytecode[i].size()) {
+ RD::ShaderStageSPIRVData stage;
+ stage.shader_stage = RD::ShaderStage(i);
+ stage.spir_v = bytecode[i];
+ stages.push_back(stage);
+ }
+ }
+ return stages;
+ }
+
void set_stage_compile_error(RD::ShaderStage p_stage, const String &p_compile_error) {
ERR_FAIL_INDEX(p_stage, RD::SHADER_STAGE_MAX);
compile_error[p_stage] = p_compile_error;
@@ -264,11 +305,11 @@ public:
protected:
static void _bind_methods() {
- ClassDB::bind_method(D_METHOD("set_stage_bytecode", "stage", "bytecode"), &RDShaderBytecode::set_stage_bytecode);
- ClassDB::bind_method(D_METHOD("get_stage_bytecode", "stage"), &RDShaderBytecode::get_stage_bytecode);
+ ClassDB::bind_method(D_METHOD("set_stage_bytecode", "stage", "bytecode"), &RDShaderSPIRV::set_stage_bytecode);
+ ClassDB::bind_method(D_METHOD("get_stage_bytecode", "stage"), &RDShaderSPIRV::get_stage_bytecode);
- ClassDB::bind_method(D_METHOD("set_stage_compile_error", "stage", "compile_error"), &RDShaderBytecode::set_stage_compile_error);
- ClassDB::bind_method(D_METHOD("get_stage_compile_error", "stage"), &RDShaderBytecode::get_stage_compile_error);
+ ClassDB::bind_method(D_METHOD("set_stage_compile_error", "stage", "compile_error"), &RDShaderSPIRV::set_stage_compile_error);
+ ClassDB::bind_method(D_METHOD("get_stage_compile_error", "stage"), &RDShaderSPIRV::get_stage_compile_error);
ADD_GROUP("Bytecode", "bytecode_");
ADD_PROPERTYI(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "bytecode_vertex"), "set_stage_bytecode", "get_stage_bytecode", RD::SHADER_STAGE_VERTEX);
@@ -288,24 +329,29 @@ protected:
class RDShaderFile : public Resource {
GDCLASS(RDShaderFile, Resource)
- Map<StringName, Ref<RDShaderBytecode>> versions;
+ Map<StringName, Ref<RDShaderSPIRV>> versions;
String base_error;
public:
- void set_bytecode(const Ref<RDShaderBytecode> &p_bytecode, const StringName &p_version = StringName()) {
+ void set_bytecode(const Ref<RDShaderSPIRV> &p_bytecode, const StringName &p_version = StringName()) {
ERR_FAIL_COND(p_bytecode.is_null());
versions[p_version] = p_bytecode;
emit_changed();
}
- Ref<RDShaderBytecode> get_bytecode(const StringName &p_version = StringName()) const {
- ERR_FAIL_COND_V(!versions.has(p_version), Ref<RDShaderBytecode>());
+ Ref<RDShaderSPIRV> get_spirv(const StringName &p_version = StringName()) const {
+ ERR_FAIL_COND_V(!versions.has(p_version), Ref<RDShaderSPIRV>());
return versions[p_version];
}
+ Vector<RD::ShaderStageSPIRVData> get_spirv_stages(const StringName &p_version = StringName()) const {
+ ERR_FAIL_COND_V(!versions.has(p_version), Vector<RD::ShaderStageSPIRVData>());
+ return versions[p_version]->get_stages();
+ }
+
Vector<StringName> get_version_list() const {
Vector<StringName> vnames;
- for (Map<StringName, Ref<RDShaderBytecode>>::Element *E = versions.front(); E; E = E->next()) {
+ for (Map<StringName, Ref<RDShaderSPIRV>>::Element *E = versions.front(); E; E = E->next()) {
vnames.push_back(E->key());
}
vnames.sort_custom<StringName::AlphCompare>();
@@ -325,7 +371,7 @@ public:
if (base_error != "") {
ERR_PRINT("Error parsing shader '" + p_file + "':\n\n" + base_error);
} else {
- for (Map<StringName, Ref<RDShaderBytecode>>::Element *E = versions.front(); E; E = E->next()) {
+ for (Map<StringName, Ref<RDShaderSPIRV>>::Element *E = versions.front(); E; E = E->next()) {
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
String error = E->get()->get_stage_compile_error(RD::ShaderStage(i));
if (error != String()) {
@@ -360,9 +406,9 @@ protected:
versions.clear();
List<Variant> keys;
p_versions.get_key_list(&keys);
- for (List<Variant>::Element *E = keys.front(); E; E = E->next()) {
- StringName name = E->get();
- Ref<RDShaderBytecode> bc = p_versions[E->get()];
+ for (const Variant &E : keys) {
+ StringName name = E;
+ Ref<RDShaderSPIRV> bc = p_versions[E];
ERR_CONTINUE(bc.is_null());
versions[name] = bc;
}
@@ -372,7 +418,7 @@ protected:
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("set_bytecode", "bytecode", "version"), &RDShaderFile::set_bytecode, DEFVAL(StringName()));
- ClassDB::bind_method(D_METHOD("get_bytecode", "version"), &RDShaderFile::get_bytecode, DEFVAL(StringName()));
+ ClassDB::bind_method(D_METHOD("get_spirv", "version"), &RDShaderFile::get_spirv, DEFVAL(StringName()));
ClassDB::bind_method(D_METHOD("get_version_list"), &RDShaderFile::get_version_list);
ClassDB::bind_method(D_METHOD("set_base_error", "error"), &RDShaderFile::set_base_error);
@@ -424,6 +470,41 @@ 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 = 0;
+
+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..bed6ade1f6 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) {
@@ -93,7 +73,7 @@ void RenderingServerDefault::request_frame_drawn_callback(Object *p_where, const
void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
//needs to be done before changes is reset to 0, to not force the editor to redraw
- RS::get_singleton()->emit_signal("frame_pre_draw");
+ RS::get_singleton()->emit_signal(SNAME("frame_pre_draw"));
changes = 0;
@@ -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();
@@ -134,7 +113,7 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
frame_drawn_callbacks.pop_front();
}
- RS::get_singleton()->emit_signal("frame_post_draw");
+ RS::get_singleton()->emit_signal(SNAME("frame_post_draw"));
if (RSG::storage->get_captured_timestamps_count()) {
Vector<FrameProfileArea> new_profile;
@@ -155,8 +134,8 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
}
if (RSG::storage->capturing_timestamps) {
- new_profile.write[i].gpu_msec = float((time_gpu - base_gpu) / 1000) / 1000.0;
- new_profile.write[i].cpu_msec = float(time_cpu - base_cpu) / 1000.0;
+ new_profile.write[i].gpu_msec = double((time_gpu - base_gpu) / 1000) / 1000.0;
+ new_profile.write[i].cpu_msec = double(time_cpu - base_cpu) / 1000.0;
new_profile.write[i].name = RSG::storage->get_captured_timestamp_name(i);
}
}
@@ -170,7 +149,7 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
if (print_frame_profile_ticks_from == 0) {
print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
}
- float total_time = 0.0;
+ double total_time = 0.0;
for (int i = 0; i < frame_profile.size() - 1; i++) {
String name = frame_profile[i].name;
@@ -178,7 +157,7 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
continue;
}
- float time = frame_profile[i + 1].gpu_msec - frame_profile[i].gpu_msec;
+ double time = frame_profile[i + 1].gpu_msec - frame_profile[i].gpu_msec;
if (name[0] != '<' && name[0] != '>') {
if (print_gpu_profile_task_time.has(name)) {
@@ -200,7 +179,7 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
float print_threshold = 0.01;
for (OrderedHashMap<String, float>::Element E = print_gpu_profile_task_time.front(); E; E = E.next()) {
- float time = E.value() / float(print_frame_profile_frame_count);
+ double time = E.value() / double(print_frame_profile_frame_count);
if (time > print_threshold) {
print_line("\t-" + E.key() + ": " + rtos(time) + "ms");
}
@@ -210,9 +189,11 @@ 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 {
+double RenderingServerDefault::get_frame_setup_time_cpu() const {
return frame_setup_time;
}
@@ -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..c1336ee42d 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;
@@ -69,13 +66,12 @@ class RenderingServerDefault : public RenderingServer {
List<FrameDrawnCallbacks> frame_drawn_callbacks;
- void _draw_margins();
static void _changes_changed() {}
uint64_t frame_profile_frame;
Vector<FrameProfileArea> frame_profile;
- float frame_setup_time = 0;
+ double frame_setup_time = 0;
//for printing
bool print_gpu_profile = false;
@@ -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 */
@@ -482,13 +440,13 @@ public:
FUNC2(particles_set_emitting, RID, bool)
FUNC1R(bool, particles_get_emitting, RID)
FUNC2(particles_set_amount, RID, int)
- FUNC2(particles_set_lifetime, RID, float)
+ FUNC2(particles_set_lifetime, RID, double)
FUNC2(particles_set_one_shot, RID, bool)
- FUNC2(particles_set_pre_process_time, RID, float)
+ FUNC2(particles_set_pre_process_time, RID, double)
FUNC2(particles_set_explosiveness_ratio, RID, float)
FUNC2(particles_set_randomness_ratio, RID, float)
FUNC2(particles_set_custom_aabb, RID, const AABB &)
- FUNC2(particles_set_speed_scale, RID, float)
+ FUNC2(particles_set_speed_scale, RID, double)
FUNC2(particles_set_use_local_coordinates, RID, bool)
FUNC2(particles_set_process_material, RID, RID)
FUNC2(particles_set_fixed_fps, RID, int)
@@ -520,11 +478,11 @@ public:
FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
FUNC2(particles_collision_set_cull_mask, RID, uint32_t)
- FUNC2(particles_collision_set_sphere_radius, RID, float)
+ FUNC2(particles_collision_set_sphere_radius, RID, real_t)
FUNC2(particles_collision_set_box_extents, RID, const Vector3 &)
- FUNC2(particles_collision_set_attractor_strength, RID, float)
- FUNC2(particles_collision_set_attractor_directionality, RID, float)
- FUNC2(particles_collision_set_attractor_attenuation, RID, float)
+ FUNC2(particles_collision_set_attractor_strength, RID, real_t)
+ FUNC2(particles_collision_set_attractor_directionality, RID, real_t)
+ FUNC2(particles_collision_set_attractor_attenuation, RID, real_t)
FUNC2(particles_collision_set_field_texture, RID, RID)
FUNC1(particles_collision_height_field_update, RID)
FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
@@ -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)
+ FUNC1RC(double, viewport_get_measured_render_time_cpu, RID)
+ FUNC1RC(double, viewport_get_measured_render_time_gpu, RID)
- FUNC1(call_set_use_vsync, bool)
+ FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID)
/* ENVIRONMENT API */
@@ -698,6 +656,8 @@ public:
FUNC1(shadows_quality_set, ShadowQuality);
FUNC1(directional_shadow_quality_set, ShadowQuality);
+ FUNC1(decals_set_filter, RS::DecalFilter);
+ FUNC1(light_projectors_set_filter, RS::LightProjectorFilter);
/* SCENARIO API */
@@ -709,7 +669,6 @@ 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 +688,6 @@ 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 +855,6 @@ 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 +878,7 @@ 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;
@@ -937,7 +890,7 @@ public:
/* TESTING */
- virtual float get_frame_setup_time_cpu() const override;
+ virtual double get_frame_setup_time_cpu() const override;
virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) override;
virtual void set_default_clear_color(const Color &p_color) override;
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 8ed774f8e7..4218214fda 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -631,7 +631,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
if (!_is_number(last_char)) {
return _make_token(TK_ERROR, "Invalid (integer) numeric constant");
}
- if (!str.is_valid_integer()) {
+ if (!str.is_valid_int()) {
return _make_token(TK_ERROR, "Invalid numeric constant");
}
}
@@ -912,12 +912,15 @@ void ShaderLanguage::clear() {
completion_class = SubClassTag::TAG_GLOBAL;
completion_struct = StringName();
+ unknown_varying_usages.clear();
+
#ifdef DEBUG_ENABLED
used_constants.clear();
used_varyings.clear();
used_uniforms.clear();
used_functions.clear();
used_structs.clear();
+ used_local_vars.clear();
warnings.clear();
#endif // DEBUG_ENABLED
@@ -936,7 +939,7 @@ void ShaderLanguage::clear() {
}
#ifdef DEBUG_ENABLED
-void ShaderLanguage::_parse_used_identifier(const StringName &p_identifier, IdentifierType p_type) {
+void ShaderLanguage::_parse_used_identifier(const StringName &p_identifier, IdentifierType p_type, const StringName &p_function) {
switch (p_type) {
case IdentifierType::IDENTIFIER_CONSTANT:
if (HAS_WARNING(ShaderWarning::UNUSED_CONSTANT_FLAG) && used_constants.has(p_identifier)) {
@@ -945,7 +948,9 @@ void ShaderLanguage::_parse_used_identifier(const StringName &p_identifier, Iden
break;
case IdentifierType::IDENTIFIER_VARYING:
if (HAS_WARNING(ShaderWarning::UNUSED_VARYING_FLAG) && used_varyings.has(p_identifier)) {
- used_varyings[p_identifier].used = true;
+ if (shader->varyings[p_identifier].stage != ShaderNode::Varying::STAGE_VERTEX && shader->varyings[p_identifier].stage != ShaderNode::Varying::STAGE_FRAGMENT) {
+ used_varyings[p_identifier].used = true;
+ }
}
break;
case IdentifierType::IDENTIFIER_UNIFORM:
@@ -958,6 +963,11 @@ void ShaderLanguage::_parse_used_identifier(const StringName &p_identifier, Iden
used_functions[p_identifier].used = true;
}
break;
+ case IdentifierType::IDENTIFIER_LOCAL_VAR:
+ if (HAS_WARNING(ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG) && used_local_vars.has(p_function) && used_local_vars[p_function].has(p_identifier)) {
+ used_local_vars[p_function][p_identifier].used = true;
+ }
+ break;
default:
break;
}
@@ -1414,7 +1424,7 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
DataType nb = p_op->arguments[1]->get_datatype();
if (na == nb) {
- valid = (na > TYPE_BOOL && na < TYPE_MAT2) || (p_op->op == OP_ASSIGN_MUL && na >= TYPE_MAT2 && na <= TYPE_MAT4);
+ valid = (na > TYPE_BOOL && na <= TYPE_MAT4);
ret_type = na;
} else if (na == TYPE_IVEC2 && nb == TYPE_INT) {
valid = true;
@@ -1588,723 +1598,723 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
//constructors
- { "bool", TYPE_BOOL, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec2", TYPE_BVEC2, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec2", TYPE_BVEC2, { TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_BVEC2, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BVEC2, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BVEC2, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BOOL, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BVEC3, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "float", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec2", TYPE_VEC2, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec2", TYPE_VEC2, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_VEC2, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "int", TYPE_INT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec2", TYPE_IVEC2, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec2", TYPE_IVEC2, { TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_IVEC2, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_INT, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "uint", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec2", TYPE_UVEC2, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec2", TYPE_UVEC2, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UVEC2, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UINT, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "mat2", TYPE_MAT2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat3", TYPE_MAT3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat4", TYPE_MAT4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "mat2", TYPE_MAT2, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat3", TYPE_MAT3, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat4", TYPE_MAT4, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
+ { "bool", TYPE_BOOL, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec2", TYPE_BVEC2, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec2", TYPE_BVEC2, { TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_BVEC2, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BVEC2, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BVEC2, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BOOL, TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BVEC3, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "float", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec2", TYPE_VEC2, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec2", TYPE_VEC2, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_VEC2, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "int", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_INT, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_IVEC2, TYPE_INT, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_INT, TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_IVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "uint", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec2", TYPE_UVEC2, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec2", TYPE_UVEC2, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UVEC2, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UINT, TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+
+ { "mat2", TYPE_MAT2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat3", TYPE_MAT3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat4", TYPE_MAT4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "mat2", TYPE_MAT2, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat3", TYPE_MAT3, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat4", TYPE_MAT4, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
//conversion scalars
- { "int", TYPE_INT, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "int", TYPE_INT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "int", TYPE_INT, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "int", TYPE_INT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
+ { "int", TYPE_INT, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "int", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "int", TYPE_INT, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "int", TYPE_INT, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
- { "float", TYPE_FLOAT, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "float", TYPE_FLOAT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "float", TYPE_FLOAT, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "float", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
+ { "float", TYPE_FLOAT, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "float", TYPE_FLOAT, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "float", TYPE_FLOAT, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "float", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
- { "uint", TYPE_UINT, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, true },
- { "uint", TYPE_UINT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uint", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uint", TYPE_UINT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
+ { "uint", TYPE_UINT, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uint", TYPE_UINT, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uint", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uint", TYPE_UINT, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
- { "bool", TYPE_BOOL, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bool", TYPE_BOOL, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "bool", TYPE_BOOL, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "bool", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
+ { "bool", TYPE_BOOL, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bool", TYPE_BOOL, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bool", TYPE_BOOL, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "bool", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
//conversion vectors
- { "ivec2", TYPE_IVEC2, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec2", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec2", TYPE_IVEC2, { TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec2", TYPE_IVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "vec2", TYPE_VEC2, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec2", TYPE_VEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec2", TYPE_VEC2, { TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "vec2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "uvec2", TYPE_UVEC2, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec2", TYPE_UVEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec2", TYPE_UVEC2, { TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec2", TYPE_UVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "bvec2", TYPE_BVEC2, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec2", TYPE_BVEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec2", TYPE_BVEC2, { TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "bvec2", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "ivec3", TYPE_IVEC3, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "ivec3", TYPE_IVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "vec3", TYPE_VEC3, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "vec3", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "uvec3", TYPE_UVEC3, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "bvec3", TYPE_BVEC3, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "bvec3", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "ivec4", TYPE_IVEC4, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "ivec4", TYPE_IVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "vec4", TYPE_VEC4, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "vec4", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "uvec4", TYPE_UVEC4, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "bvec4", TYPE_BVEC4, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "bvec4", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "vec2", TYPE_VEC2, { TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec2", TYPE_VEC2, { TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec2", TYPE_VEC2, { TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "vec2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "uvec2", TYPE_UVEC2, { TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec2", TYPE_UVEC2, { TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec2", TYPE_UVEC2, { TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec2", TYPE_UVEC2, { TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+
+ { "bvec2", TYPE_BVEC2, { TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec2", TYPE_BVEC2, { TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec2", TYPE_BVEC2, { TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "bvec2", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "ivec3", TYPE_IVEC3, { TYPE_BVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_UVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "ivec3", TYPE_IVEC3, { TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "vec3", TYPE_VEC3, { TYPE_BVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_IVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_UVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "vec3", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "uvec3", TYPE_UVEC3, { TYPE_BVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_IVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_UVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+
+ { "bvec3", TYPE_BVEC3, { TYPE_BVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_IVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_UVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "bvec3", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "ivec4", TYPE_IVEC4, { TYPE_BVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_UVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "ivec4", TYPE_IVEC4, { TYPE_VEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "vec4", TYPE_VEC4, { TYPE_BVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_IVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_UVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "vec4", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "uvec4", TYPE_UVEC4, { TYPE_BVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_IVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_VEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+
+ { "bvec4", TYPE_BVEC4, { TYPE_BVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_IVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_UVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "bvec4", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
//conversion between matrixes
- { "mat2", TYPE_MAT2, { TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat2", TYPE_MAT2, { TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat3", TYPE_MAT3, { TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat3", TYPE_MAT3, { TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat4", TYPE_MAT4, { TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat4", TYPE_MAT4, { TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
+ { "mat2", TYPE_MAT2, { TYPE_MAT3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat2", TYPE_MAT2, { TYPE_MAT4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat3", TYPE_MAT3, { TYPE_MAT2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat3", TYPE_MAT3, { TYPE_MAT4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat4", TYPE_MAT4, { TYPE_MAT2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat4", TYPE_MAT4, { TYPE_MAT3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
//builtins - trigonometry
- { "radians", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "radians", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "radians", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "radians", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "degrees", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "degrees", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "degrees", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "degrees", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "sin", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "sin", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "sin", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "sin", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "cos", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "cos", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "cos", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "cos", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "tan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "tan", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "tan", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "tan", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "asin", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "asin", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "asin", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "asin", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "acos", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "acos", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "acos", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "acos", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "atan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "sinh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "sinh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "sinh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "sinh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "cosh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "cosh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "cosh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "cosh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "tanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "tanh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "tanh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "tanh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "asinh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "asinh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "asinh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "asinh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "acosh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "acosh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "acosh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "acosh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "atanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "atanh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "atanh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "atanh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "radians", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "degrees" }, TAG_GLOBAL, false },
+ { "radians", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "degrees" }, TAG_GLOBAL, false },
+ { "radians", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "degrees" }, TAG_GLOBAL, false },
+ { "radians", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "degrees" }, TAG_GLOBAL, false },
+
+ { "degrees", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "radians" }, TAG_GLOBAL, false },
+ { "degrees", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "radians" }, TAG_GLOBAL, false },
+ { "degrees", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "radians" }, TAG_GLOBAL, false },
+ { "degrees", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "radians" }, TAG_GLOBAL, false },
+
+ { "sin", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "sin", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "sin", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "sin", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+
+ { "cos", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "cos", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "cos", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "cos", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+
+ { "tan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "tan", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "tan", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "tan", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+
+ { "asin", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asin", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asin", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asin", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "acos", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acos", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acos", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acos", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "atan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "y_over_x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "y_over_x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "y_over_x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "y_over_x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "y", "x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "y", "x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "y", "x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "y", "x" }, TAG_GLOBAL, false },
+
+ { "sinh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sinh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sinh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sinh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "cosh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "cosh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "cosh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "cosh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "tanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "tanh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "tanh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "tanh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "asinh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asinh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asinh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asinh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "acosh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acosh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acosh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acosh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "atanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "atanh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "atanh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "atanh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
//builtins - exponential
- { "pow", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "pow", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "pow", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "pow", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "log", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "log", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "log", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "log", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp2", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp2", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp2", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "log2", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "log2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "log2", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "log2", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "sqrt", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "sqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "sqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "sqrt", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "inversesqrt", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "inversesqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "inversesqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "inversesqrt", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "pow", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "pow", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "pow", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "pow", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "exp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp2", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp2", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp2", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log2", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log2", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log2", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sqrt", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sqrt", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "inversesqrt", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "inversesqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "inversesqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "inversesqrt", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
//builtins - common
- { "abs", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "abs", TYPE_INT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "sign", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "sign", TYPE_INT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "floor", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "floor", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "floor", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "floor", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "trunc", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "trunc", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "trunc", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "trunc", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "round", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "round", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "round", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "round", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "roundEven", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "roundEven", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "roundEven", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "roundEven", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "ceil", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ceil", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ceil", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "ceil", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "fract", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "fract", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "fract", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "fract", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "mod", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "modf", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "modf", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "modf", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "modf", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "min", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "min", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "min", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "max", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "max", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "max", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "clamp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "clamp", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "clamp", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "mix", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "step", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC2, { TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC3, { TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC2, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC3, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "isnan", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "isnan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "isnan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "isnan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "isinf", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "isinf", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "isinf", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "isinf", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "floatBitsToInt", TYPE_INT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToInt", TYPE_IVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToInt", TYPE_IVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToInt", TYPE_IVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "floatBitsToUint", TYPE_UINT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToUint", TYPE_UVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToUint", TYPE_UVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToUint", TYPE_UVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "intBitsToFloat", TYPE_FLOAT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "intBitsToFloat", TYPE_VEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "intBitsToFloat", TYPE_VEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "intBitsToFloat", TYPE_VEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "uintBitsToFloat", TYPE_FLOAT, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uintBitsToFloat", TYPE_VEC2, { TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uintBitsToFloat", TYPE_VEC3, { TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "uintBitsToFloat", TYPE_VEC4, { TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
+ { "abs", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "abs", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "sign", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "sign", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "floor", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "floor", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "floor", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "floor", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "trunc", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "trunc", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "trunc", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "trunc", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "round", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "round", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "round", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "round", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "roundEven", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "roundEven", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "roundEven", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "roundEven", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "ceil", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "ceil", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "ceil", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "ceil", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "fract", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "fract", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "fract", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "fract", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "mod", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+
+ { "modf", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "i" }, TAG_GLOBAL, true },
+ { "modf", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "x", "i" }, TAG_GLOBAL, true },
+ { "modf", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "x", "i" }, TAG_GLOBAL, true },
+ { "modf", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "x", "i" }, TAG_GLOBAL, true },
+
+ { "min", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "min", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "min", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "max", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "max", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "max", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "clamp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+
+ { "clamp", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_INT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_INT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_INT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+
+ { "clamp", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+
+ { "mix", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_BVEC2, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_BVEC3, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_BVEC4, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+
+ { "step", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC2, { TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC3, { TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC4, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC2, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC3, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC4, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+
+ { "isnan", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isnan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isnan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isnan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "isinf", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isinf", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isinf", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isinf", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "floatBitsToInt", TYPE_INT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToInt", TYPE_IVEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToInt", TYPE_IVEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToInt", TYPE_IVEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+
+ { "floatBitsToUint", TYPE_UINT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToUint", TYPE_UVEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToUint", TYPE_UVEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToUint", TYPE_UVEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+
+ { "intBitsToFloat", TYPE_FLOAT, { TYPE_INT, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "intBitsToFloat", TYPE_VEC2, { TYPE_IVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "intBitsToFloat", TYPE_VEC3, { TYPE_IVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "intBitsToFloat", TYPE_VEC4, { TYPE_IVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+
+ { "uintBitsToFloat", TYPE_FLOAT, { TYPE_UINT, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "uintBitsToFloat", TYPE_VEC2, { TYPE_UVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "uintBitsToFloat", TYPE_VEC3, { TYPE_UVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "uintBitsToFloat", TYPE_VEC4, { TYPE_UVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
//builtins - geometric
- { "length", TYPE_FLOAT, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "length", TYPE_FLOAT, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "length", TYPE_FLOAT, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "distance", TYPE_FLOAT, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "distance", TYPE_FLOAT, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "distance", TYPE_FLOAT, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "dot", TYPE_FLOAT, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "dot", TYPE_FLOAT, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "dot", TYPE_FLOAT, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "cross", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "normalize", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "normalize", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "normalize", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "reflect", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "refract", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "faceforward", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "faceforward", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "faceforward", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "matrixCompMult", TYPE_MAT2, { TYPE_MAT2, TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "matrixCompMult", TYPE_MAT3, { TYPE_MAT3, TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
- { "matrixCompMult", TYPE_MAT4, { TYPE_MAT4, TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "outerProduct", TYPE_MAT2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "outerProduct", TYPE_MAT3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "outerProduct", TYPE_MAT4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "transpose", TYPE_MAT2, { TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "transpose", TYPE_MAT3, { TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
- { "transpose", TYPE_MAT4, { TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "determinant", TYPE_FLOAT, { TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "determinant", TYPE_FLOAT, { TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
- { "determinant", TYPE_FLOAT, { TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "inverse", TYPE_MAT2, { TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "inverse", TYPE_MAT3, { TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
- { "inverse", TYPE_MAT4, { TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "lessThan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "lessThan", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThan", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThan", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "lessThan", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "lessThan", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "lessThan", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "greaterThan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "greaterThan", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThan", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThan", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "greaterThan", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "greaterThan", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "greaterThan", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "lessThanEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThanEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThanEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "lessThanEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThanEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThanEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "lessThanEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "lessThanEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "lessThanEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "greaterThanEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThanEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThanEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "greaterThanEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThanEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThanEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "greaterThanEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "greaterThanEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "greaterThanEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "equal", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "equal", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "equal", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "equal", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "equal", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "equal", TYPE_BVEC2, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC3, { TYPE_BVEC3, TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC4, { TYPE_BVEC4, TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "notEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "notEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "length", TYPE_FLOAT, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "length", TYPE_FLOAT, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "length", TYPE_FLOAT, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "distance", TYPE_FLOAT, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "distance", TYPE_FLOAT, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "distance", TYPE_FLOAT, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "dot", TYPE_FLOAT, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "dot", TYPE_FLOAT, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "dot", TYPE_FLOAT, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "cross", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "normalize", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "v" }, TAG_GLOBAL, false },
+ { "normalize", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "v" }, TAG_GLOBAL, false },
+ { "normalize", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "v" }, TAG_GLOBAL, false },
+ { "reflect", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
+ { "refract", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
+
+ { "faceforward", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "N", "I", "Nref" }, TAG_GLOBAL, false },
+ { "faceforward", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "N", "I", "Nref" }, TAG_GLOBAL, false },
+ { "faceforward", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "N", "I", "Nref" }, TAG_GLOBAL, false },
+
+ { "matrixCompMult", TYPE_MAT2, { TYPE_MAT2, TYPE_MAT2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "matrixCompMult", TYPE_MAT3, { TYPE_MAT3, TYPE_MAT3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "matrixCompMult", TYPE_MAT4, { TYPE_MAT4, TYPE_MAT4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "outerProduct", TYPE_MAT2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "c", "r" }, TAG_GLOBAL, false },
+ { "outerProduct", TYPE_MAT3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "c", "r" }, TAG_GLOBAL, false },
+ { "outerProduct", TYPE_MAT4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "c", "r" }, TAG_GLOBAL, false },
+
+ { "transpose", TYPE_MAT2, { TYPE_MAT2, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "transpose", TYPE_MAT3, { TYPE_MAT3, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "transpose", TYPE_MAT4, { TYPE_MAT4, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+
+ { "determinant", TYPE_FLOAT, { TYPE_MAT2, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "determinant", TYPE_FLOAT, { TYPE_MAT3, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "determinant", TYPE_FLOAT, { TYPE_MAT4, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+
+ { "inverse", TYPE_MAT2, { TYPE_MAT2, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "inverse", TYPE_MAT3, { TYPE_MAT3, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "inverse", TYPE_MAT4, { TYPE_MAT4, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+
+ { "lessThan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "lessThan", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThan", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThan", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "lessThan", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "lessThan", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "lessThan", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "greaterThan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "greaterThan", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThan", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThan", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "greaterThan", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "greaterThan", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "greaterThan", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "lessThanEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThanEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThanEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "lessThanEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThanEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThanEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "lessThanEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "lessThanEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "lessThanEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "greaterThanEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThanEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThanEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "greaterThanEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThanEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThanEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "greaterThanEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "greaterThanEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "greaterThanEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "equal", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "equal", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "equal", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "equal", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "equal", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "equal", TYPE_BVEC2, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC3, { TYPE_BVEC3, TYPE_BVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC4, { TYPE_BVEC4, TYPE_BVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "notEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "notEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "notEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "notEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
+ { "notEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "notEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "notEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
- { "notEqual", TYPE_BVEC2, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC3, { TYPE_BVEC3, TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC4, { TYPE_BVEC4, TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC2, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC3, { TYPE_BVEC3, TYPE_BVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC4, { TYPE_BVEC4, TYPE_BVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
- { "any", TYPE_BOOL, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "any", TYPE_BOOL, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "any", TYPE_BOOL, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "any", TYPE_BOOL, { TYPE_BVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "any", TYPE_BOOL, { TYPE_BVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "any", TYPE_BOOL, { TYPE_BVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
- { "all", TYPE_BOOL, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "all", TYPE_BOOL, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "all", TYPE_BOOL, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "all", TYPE_BOOL, { TYPE_BVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "all", TYPE_BOOL, { TYPE_BVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "all", TYPE_BOOL, { TYPE_BVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
- { "not", TYPE_BVEC2, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "not", TYPE_BVEC3, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "not", TYPE_BVEC4, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "not", TYPE_BVEC2, { TYPE_BVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "not", TYPE_BVEC3, { TYPE_BVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "not", TYPE_BVEC4, { TYPE_BVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
//builtins - texture
- { "textureSize", TYPE_IVEC2, { TYPE_SAMPLER2D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC2, { TYPE_ISAMPLER2D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC2, { TYPE_USAMPLER2D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_SAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_ISAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_USAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_SAMPLER3D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_ISAMPLER3D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_USAMPLER3D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC2, { TYPE_SAMPLERCUBE, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC2, { TYPE_SAMPLERCUBEARRAY, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "texture", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "textureLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "textureLod", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "dFdx", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdx", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdx", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdx", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "dFdy", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdy", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdy", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdy", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "fwidth", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "fwidth", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "fwidth", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "fwidth", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC2, { TYPE_SAMPLER2D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC2, { TYPE_ISAMPLER2D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC2, { TYPE_USAMPLER2D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_SAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_ISAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_USAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_SAMPLER3D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_ISAMPLER3D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_USAMPLER3D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC2, { TYPE_SAMPLERCUBE, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC2, { TYPE_SAMPLERCUBEARRAY, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, false },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, false },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, false },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, false },
+
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+
+ { "textureLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, false },
+ { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, false },
+ { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, false },
+ { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, false },
+ { "textureLod", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, false },
+
+ { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+
+ { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+
+ { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+
+ { "dFdx", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdx", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdx", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdx", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+
+ { "dFdy", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdy", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdy", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdy", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+
+ { "fwidth", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidth", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidth", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidth", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
//sub-functions
//array
- { "length", TYPE_INT, { TYPE_VOID }, TAG_ARRAY, true },
+ { "length", TYPE_INT, { TYPE_VOID }, { "" }, TAG_ARRAY, true },
// modern functions
- { "fma", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "fma", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "fma", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "fma", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "fma", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false },
+ { "fma", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false },
+ { "fma", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false },
+ { "fma", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false },
- { nullptr, TYPE_VOID, { TYPE_VOID }, TAG_GLOBAL, false }
+ { nullptr, TYPE_VOID, { TYPE_VOID }, { "" }, TAG_GLOBAL, false }
};
const ShaderLanguage::BuiltinFuncOutArgs ShaderLanguage::builtin_func_out_args[] = {
@@ -2428,6 +2438,10 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
if (shader->uniforms.has(varname)) {
fail = true;
} else {
+ if (shader->varyings.has(varname)) {
+ _set_error(vformat("Varyings cannot be passed for '%s' parameter!", "out"));
+ return false;
+ }
if (p_function_info.built_ins.has(varname)) {
BuiltInInfo info = p_function_info.built_ins[varname];
if (info.constant) {
@@ -2806,6 +2820,20 @@ bool ShaderLanguage::is_token_operator(TokenType p_type) {
p_type == TK_COLON);
}
+bool ShaderLanguage::is_token_operator_assign(TokenType p_type) {
+ return (p_type == TK_OP_ASSIGN ||
+ p_type == TK_OP_ASSIGN_ADD ||
+ p_type == TK_OP_ASSIGN_SUB ||
+ p_type == TK_OP_ASSIGN_MUL ||
+ p_type == TK_OP_ASSIGN_DIV ||
+ p_type == TK_OP_ASSIGN_MOD ||
+ p_type == TK_OP_ASSIGN_SHIFT_LEFT ||
+ p_type == TK_OP_ASSIGN_SHIFT_RIGHT ||
+ p_type == TK_OP_ASSIGN_BIT_AND ||
+ p_type == TK_OP_ASSIGN_BIT_OR ||
+ p_type == TK_OP_ASSIGN_BIT_XOR);
+}
+
bool ShaderLanguage::convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value) {
if (p_constant->datatype == p_to_type) {
if (p_value) {
@@ -2849,6 +2877,27 @@ bool ShaderLanguage::is_scalar_type(DataType p_type) {
return p_type == TYPE_BOOL || p_type == TYPE_INT || p_type == TYPE_UINT || p_type == TYPE_FLOAT;
}
+bool ShaderLanguage::is_float_type(DataType p_type) {
+ switch (p_type) {
+ case TYPE_FLOAT:
+ case TYPE_VEC2:
+ case TYPE_VEC3:
+ case TYPE_VEC4:
+ case TYPE_MAT2:
+ case TYPE_MAT3:
+ case TYPE_MAT4:
+ case TYPE_SAMPLER2D:
+ case TYPE_SAMPLER2DARRAY:
+ case TYPE_SAMPLER3D:
+ case TYPE_SAMPLERCUBE:
+ case TYPE_SAMPLERCUBEARRAY: {
+ return true;
+ }
+ default: {
+ return false;
+ }
+ }
+}
bool ShaderLanguage::is_sampler_type(DataType p_type) {
return p_type == TYPE_SAMPLER2D ||
p_type == TYPE_ISAMPLER2D ||
@@ -3300,8 +3349,8 @@ bool ShaderLanguage::_is_operator_assign(Operator p_op) const {
}
bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, String *r_message) {
- if (current_function == String("light")) {
- *r_message = RTR("Varying may not be assigned in the 'light' function.");
+ if (current_function != String("vertex") && current_function != String("fragment")) {
+ *r_message = vformat(RTR("Varying may not be assigned in the '%s' function."), current_function);
return false;
}
switch (p_varying.stage) {
@@ -3312,12 +3361,14 @@ bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, St
p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT;
}
break;
+ case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT:
case ShaderNode::Varying::STAGE_VERTEX:
if (current_function == varying_function_names.fragment) {
*r_message = RTR("Varyings which assigned in 'vertex' function may not be reassigned in 'fragment' or 'light'.");
return false;
}
break;
+ case ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT:
case ShaderNode::Varying::STAGE_FRAGMENT:
if (current_function == varying_function_names.vertex) {
*r_message = RTR("Varyings which assigned in 'fragment' function may not be reassigned in 'vertex' or 'light'.");
@@ -3333,13 +3384,14 @@ bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, St
bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, String *r_message) {
switch (p_varying.stage) {
case ShaderNode::Varying::STAGE_UNKNOWN:
- *r_message = RTR("Varying must be assigned before using!");
- return false;
+ VaryingUsage usage;
+ usage.var = &p_varying;
+ usage.line = tk_line;
+ unknown_varying_usages.push_back(usage);
+ break;
case ShaderNode::Varying::STAGE_VERTEX:
- if (current_function == varying_function_names.fragment) {
- p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT;
- } else if (current_function == varying_function_names.light) {
- p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_LIGHT;
+ if (current_function == varying_function_names.fragment || current_function == varying_function_names.light) {
+ p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT;
}
break;
case ShaderNode::Varying::STAGE_FRAGMENT:
@@ -3347,24 +3399,25 @@ bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, Str
p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT;
}
break;
- case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT:
- if (current_function == varying_function_names.light) {
- *r_message = RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'");
- return false;
- }
- break;
- case ShaderNode::Varying::STAGE_VERTEX_TO_LIGHT:
- if (current_function == varying_function_names.fragment) {
- *r_message = RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'");
- return false;
- }
- break;
default:
break;
}
return true;
}
+bool ShaderLanguage::_check_varying_usages(int *r_error_line, String *r_error_message) const {
+ for (const List<ShaderLanguage::VaryingUsage>::Element *E = unknown_varying_usages.front(); E; E = E->next()) {
+ ShaderNode::Varying::Stage stage = E->get().var->stage;
+ if (stage != ShaderNode::Varying::STAGE_UNKNOWN && stage != ShaderNode::Varying::STAGE_VERTEX && stage != ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT) {
+ *r_error_line = E->get().line;
+ *r_error_message = RTR("Fragment-stage varying could not been accessed in custom function!");
+ return false;
+ }
+ }
+
+ return true;
+}
+
bool ShaderLanguage::_check_node_constness(const Node *p_node) const {
switch (p_node->type) {
case Node::TYPE_OPERATOR: {
@@ -4108,6 +4161,10 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
} else if (shader->uniforms.has(varname)) {
error = true;
} else {
+ if (shader->varyings.has(varname)) {
+ _set_error(vformat("Varyings cannot be passed for '%s' parameter!", _get_qualifier_str(call_function->arguments[i].qualifier)));
+ return nullptr;
+ }
if (p_function_info.built_ins.has(varname)) {
BuiltInInfo info = p_function_info.built_ins[varname];
if (info.constant) {
@@ -4171,7 +4228,13 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
expr = func;
#ifdef DEBUG_ENABLED
if (check_warnings) {
- _parse_used_identifier(name, IdentifierType::IDENTIFIER_FUNCTION);
+ StringName func_name;
+
+ if (p_block && p_block->parent_function) {
+ func_name = p_block->parent_function->name;
+ }
+
+ _parse_used_identifier(name, IdentifierType::IDENTIFIER_FUNCTION, func_name);
}
#endif // DEBUG_ENABLED
}
@@ -4186,6 +4249,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
IdentifierType ident_type;
int array_size = 0;
StringName struct_name;
+ bool is_local = false;
if (p_block && p_block->block_tag != SubClassTag::TAG_GLOBAL) {
int idx = 0;
@@ -4210,9 +4274,17 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (ident_type == IDENTIFIER_VARYING) {
TkPos prev_pos = _get_tkpos();
Token next_token = _get_token();
+
+ // An array of varyings.
+ if (next_token.type == TK_BRACKET_OPEN) {
+ _get_token(); // Pass constant.
+ _get_token(); // Pass TK_BRACKET_CLOSE.
+ next_token = _get_token();
+ }
_set_tkpos(prev_pos);
+
String error;
- if (next_token.type == TK_OP_ASSIGN) {
+ if (is_token_operator_assign(next_token.type)) {
if (!_validate_varying_assign(shader->varyings[identifier], &error)) {
_set_error(error);
return nullptr;
@@ -4234,6 +4306,8 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
} else {
last_type = ident_type;
}
+
+ is_local = ident_type == IDENTIFIER_LOCAL_VAR || ident_type == IDENTIFIER_FUNCTION_ARGUMENT;
}
Node *index_expression = nullptr;
@@ -4308,6 +4382,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
arrname->assign_expression = assign_expression;
arrname->is_const = is_const;
arrname->array_size = array_size;
+ arrname->is_local = is_local;
expr = arrname;
} else {
VariableNode *varname = alloc_node<VariableNode>();
@@ -4315,11 +4390,18 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
varname->datatype_cache = data_type;
varname->is_const = is_const;
varname->struct_name = struct_name;
+ varname->is_local = is_local;
expr = varname;
}
#ifdef DEBUG_ENABLED
if (check_warnings) {
- _parse_used_identifier(identifier, ident_type);
+ StringName func_name;
+
+ if (p_block && p_block->parent_function) {
+ func_name = p_block->parent_function->name;
+ }
+
+ _parse_used_identifier(identifier, ident_type, func_name);
}
#endif // DEBUG_ENABLED
}
@@ -4417,12 +4499,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
String member_name = String(ident.ptr());
if (shader->structs.has(st)) {
StructNode *n = shader->structs[st].shader_struct;
- for (List<MemberNode *>::Element *E = n->members.front(); E; E = E->next()) {
- if (String(E->get()->name) == member_name) {
- member_type = E->get()->datatype;
- array_size = E->get()->array_size;
+ for (const MemberNode *E : n->members) {
+ if (String(E->name) == member_name) {
+ member_type = E->datatype;
+ array_size = E->array_size;
if (member_type == TYPE_STRUCT) {
- member_struct_name = E->get()->struct_name;
+ member_struct_name = E->struct_name;
}
ok = true;
break;
@@ -4747,10 +4829,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
String member_struct_name;
if (expr->get_array_size() > 0) {
- uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
- if (index_constant >= (uint32_t)expr->get_array_size()) {
- _set_error(vformat("Index [%s] out of range [%s..%s]", index_constant, 0, expr->get_array_size() - 1));
- return nullptr;
+ if (index->type == Node::TYPE_CONSTANT) {
+ uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
+ if (index_constant >= (uint32_t)expr->get_array_size()) {
+ _set_error(vformat("Index [%s] out of range [%s..%s]", index_constant, 0, expr->get_array_size() - 1));
+ return nullptr;
+ }
}
member_type = expr->get_datatype();
if (member_type == TYPE_STRUCT) {
@@ -5537,6 +5621,20 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
}
}
+#ifdef DEBUG_ENABLED
+ if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG)) {
+ if (p_block && p_block->parent_function) {
+ StringName func_name = p_block->parent_function->name;
+
+ if (!used_local_vars.has(func_name)) {
+ used_local_vars.insert(func_name, Map<StringName, Usage>());
+ }
+
+ used_local_vars[func_name].insert(name, Usage(tk_line));
+ }
+ }
+#endif // DEBUG_ENABLED
+
BlockNode::Variable var;
var.type = type;
var.precision = precision;
@@ -6551,6 +6649,7 @@ Error ShaderLanguage::_validate_datatype(DataType p_type) {
Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types) {
Token tk = _get_token();
+ TkPos prev_pos;
if (tk.type != TK_SHADER_TYPE) {
_set_error("Expected 'shader_type' at the beginning of shader. Valid types are: " + _get_shader_type_list(p_shader_types));
@@ -6572,11 +6671,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
_set_error("Invalid shader type. Valid types are: " + _get_shader_type_list(p_shader_types));
return ERR_PARSE_ERROR;
}
-
+ prev_pos = _get_tkpos();
tk = _get_token();
if (tk.type != TK_SEMICOLON) {
+ _set_tkpos(prev_pos);
_set_error("Expected ';' after 'shader_type <type>'.");
+ return ERR_PARSE_ERROR;
}
tk = _get_token();
@@ -6795,6 +6896,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
DataInterpolation interpolation = INTERPOLATION_SMOOTH;
DataType type;
StringName name;
+ int array_size = 0;
tk = _get_token();
if (is_token_interpolation(tk.type)) {
@@ -6825,12 +6927,36 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
tk = _get_token();
+
+ if (tk.type == TK_BRACKET_OPEN) {
+ if (uniform) {
+ _set_error(vformat("Uniform arrays are not yet implemented!"));
+ return ERR_PARSE_ERROR;
+ }
+ tk = _get_token();
+
+ if (tk.type == TK_INT_CONSTANT && tk.constant > 0) {
+ array_size = (int)tk.constant;
+
+ tk = _get_token();
+ if (tk.type == TK_BRACKET_CLOSE) {
+ tk = _get_token();
+ } else {
+ _set_error("Expected ']'");
+ return ERR_PARSE_ERROR;
+ }
+ } else {
+ _set_error("Expected integer constant > 0");
+ return ERR_PARSE_ERROR;
+ }
+ }
+
if (tk.type != TK_IDENTIFIER) {
_set_error("Expected identifier!");
return ERR_PARSE_ERROR;
}
- TkPos name_pos = _get_tkpos();
+ prev_pos = _get_tkpos();
name = tk.text;
if (_find_identifier(nullptr, false, FunctionInfo(), name)) {
@@ -7123,7 +7249,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
varying.type = type;
varying.precision = precision;
varying.interpolation = interpolation;
- varying.tkpos = name_pos;
+ varying.tkpos = prev_pos;
+ varying.array_size = array_size;
tk = _get_token();
if (tk.type != TK_SEMICOLON && tk.type != TK_BRACKET_OPEN) {
@@ -7132,6 +7259,10 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
if (tk.type == TK_BRACKET_OPEN) {
+ if (array_size > 0) {
+ _set_error("Array size is already defined!");
+ return ERR_PARSE_ERROR;
+ }
tk = _get_token();
if (tk.type == TK_INT_CONSTANT && tk.constant > 0) {
varying.array_size = (int)tk.constant;
@@ -7207,7 +7338,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
} else {
type = get_token_datatype(tk.type);
}
- TkPos prev_pos = _get_tkpos();
+ prev_pos = _get_tkpos();
tk = _get_token();
if (tk.type == TK_BRACKET_OPEN) {
@@ -7350,13 +7481,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
if (tk.type == TK_BRACKET_OPEN) {
- TkPos pos2 = _get_tkpos();
+ prev_pos = _get_tkpos();
tk = _get_token();
if (tk.type == TK_BRACKET_CLOSE) {
array_size2 = constant.array_size;
tk = _get_token();
} else {
- _set_tkpos(pos2);
+ _set_tkpos(prev_pos);
Node *n = _parse_and_reduce_expression(nullptr, FunctionInfo());
if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
@@ -7831,12 +7962,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
}
- for (Map<StringName, ShaderNode::Varying>::Element *E = shader->varyings.front(); E; E = E->next()) {
- if (E->get().stage == ShaderNode::Varying::STAGE_VERTEX || E->get().stage == ShaderNode::Varying::STAGE_FRAGMENT) {
- _set_tkpos(E->get().tkpos);
- _set_error(RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'"));
- return ERR_PARSE_ERROR;
- }
+ int error_line;
+ String error_message;
+ if (!_check_varying_usages(&error_line, &error_message)) {
+ _set_tkpos({ 0, error_line });
+ _set_error(error_message);
+ return ERR_PARSE_ERROR;
}
return OK;
@@ -7984,6 +8115,15 @@ String ShaderLanguage::get_shader_type(const String &p_code) {
#ifdef DEBUG_ENABLED
void ShaderLanguage::_check_warning_accums() {
+ for (Map<ShaderWarning::Code, Map<StringName, Map<StringName, Usage>> *>::Element *E = warnings_check_map2.front(); E; E = E->next()) {
+ for (Map<StringName, Map<StringName, Usage>>::Element *T = (*E->get()).front(); T; T = T->next()) {
+ for (const Map<StringName, Usage>::Element *U = T->get().front(); U; U = U->next()) {
+ if (!U->get().used) {
+ _add_warning(E->key(), U->get().decl_line, U->key());
+ }
+ }
+ }
+ }
for (Map<ShaderWarning::Code, Map<StringName, Usage> *>::Element *E = warnings_check_map.front(); E; E = E->next()) {
for (const Map<StringName, Usage>::Element *U = (*E->get()).front(); U; U = U->next()) {
if (!U->get().used) {
@@ -8360,6 +8500,12 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
calltip += get_datatype_name(builtin_func_defs[idx].args[i]);
+ String arg_name = (String)builtin_func_defs[idx].args_names[i];
+ if (!arg_name.is_empty()) {
+ calltip += " ";
+ calltip += arg_name;
+ }
+
if (i == completion_argument) {
calltip += char32_t(0xFFFF);
}
@@ -8456,6 +8602,8 @@ ShaderLanguage::ShaderLanguage() {
warnings_check_map.insert(ShaderWarning::UNUSED_STRUCT, &used_structs);
warnings_check_map.insert(ShaderWarning::UNUSED_UNIFORM, &used_uniforms);
warnings_check_map.insert(ShaderWarning::UNUSED_VARYING, &used_varyings);
+
+ warnings_check_map2.insert(ShaderWarning::UNUSED_LOCAL_VARIABLE, &used_local_vars);
#endif // DEBUG_ENABLED
}
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index 4120e04ee1..18525e054e 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -409,6 +409,7 @@ public:
StringName name;
StringName struct_name;
bool is_const = false;
+ bool is_local = false;
virtual DataType get_datatype() const override { return datatype_cache; }
virtual String get_datatype_name() const override { return String(struct_name); }
@@ -444,6 +445,7 @@ public:
Node *assign_expression = nullptr;
bool is_const = false;
int array_size = 0;
+ bool is_local = false;
virtual DataType get_datatype() const override { return datatype_cache; }
virtual String get_datatype_name() const override { return String(struct_name); }
@@ -646,10 +648,9 @@ public:
struct Varying {
enum Stage {
STAGE_UNKNOWN,
- STAGE_VERTEX, // transition stage to STAGE_VERTEX_TO_FRAGMENT or STAGE_VERTEX_TO_LIGHT, emits error if they are not used
- STAGE_FRAGMENT, // transition stage to STAGE_FRAGMENT_TO_LIGHT, emits error if it's not used
- STAGE_VERTEX_TO_FRAGMENT,
- STAGE_VERTEX_TO_LIGHT,
+ STAGE_VERTEX, // transition stage to STAGE_VERTEX_TO_FRAGMENT_LIGHT, emits warning if it's not used
+ STAGE_FRAGMENT, // transition stage to STAGE_FRAGMENT_TO_LIGHT, emits warning if it's not used
+ STAGE_VERTEX_TO_FRAGMENT_LIGHT,
STAGE_FRAGMENT_TO_LIGHT,
};
@@ -767,11 +768,13 @@ public:
static String get_datatype_name(DataType p_type);
static bool is_token_nonvoid_datatype(TokenType p_type);
static bool is_token_operator(TokenType p_type);
+ static bool is_token_operator_assign(TokenType p_type);
static bool convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value = nullptr);
static DataType get_scalar_type(DataType p_type);
static int get_cardinality(DataType p_type);
static bool is_scalar_type(DataType p_type);
+ static bool is_float_type(DataType p_type);
static bool is_sampler_type(DataType p_type);
static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
static PropertyInfo uniform_to_property_info(const ShaderNode::Uniform &p_uniform);
@@ -848,6 +851,9 @@ private:
Map<StringName, Usage> used_structs;
Map<ShaderWarning::Code, Map<StringName, Usage> *> warnings_check_map;
+ Map<StringName, Map<StringName, Usage>> used_local_vars;
+ Map<ShaderWarning::Code, Map<StringName, Map<StringName, Usage>> *> warnings_check_map2;
+
List<ShaderWarning> warnings;
bool check_warnings = false;
@@ -873,6 +879,14 @@ private:
VaryingFunctionNames varying_function_names;
+ struct VaryingUsage {
+ ShaderNode::Varying *var;
+ int line;
+ };
+ List<VaryingUsage> unknown_varying_usages;
+
+ bool _check_varying_usages(int *r_error_line, String *r_error_message) const;
+
TkPos _get_tkpos() {
TkPos tkp;
tkp.char_idx = char_idx;
@@ -917,7 +931,7 @@ private:
bool _find_identifier(const BlockNode *p_block, bool p_allow_reassign, const FunctionInfo &p_function_info, const StringName &p_identifier, DataType *r_data_type = nullptr, IdentifierType *r_type = nullptr, bool *r_is_const = nullptr, int *r_array_size = nullptr, StringName *r_struct_name = nullptr, ConstantNode::Value *r_constant_value = nullptr);
#ifdef DEBUG_ENABLED
- void _parse_used_identifier(const StringName &p_identifier, IdentifierType p_type);
+ void _parse_used_identifier(const StringName &p_identifier, IdentifierType p_type, const StringName &p_function);
#endif // DEBUG_ENABLED
bool _is_operator_assign(Operator p_op) const;
bool _validate_assign(Node *p_node, const FunctionInfo &p_function_info, String *r_message = nullptr);
@@ -928,6 +942,7 @@ private:
const char *name;
DataType rettype;
const DataType args[MAX_ARGS];
+ const char *args_names[MAX_ARGS];
SubClassTag tag;
bool high_end;
};
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index c4e7511374..0bfcccef28 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -31,18 +31,22 @@
#include "shader_types.h"
#include "core/math/math_defs.h"
-const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) {
+const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) const {
return shader_modes[p_mode].functions;
}
-const Vector<StringName> &ShaderTypes::get_modes(RS::ShaderMode p_mode) {
+const Vector<StringName> &ShaderTypes::get_modes(RS::ShaderMode p_mode) const {
return shader_modes[p_mode].modes;
}
-const Set<String> &ShaderTypes::get_types() {
+const Set<String> &ShaderTypes::get_types() const {
return shader_types;
}
+const List<String> &ShaderTypes::get_types_list() const {
+ return shader_types_list;
+}
+
ShaderTypes *ShaderTypes::singleton = nullptr;
static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) {
@@ -122,7 +126,6 @@ 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;
@@ -339,7 +342,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
- shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
@@ -441,8 +443,12 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");
shader_modes[RS::SHADER_SKY].modes.push_back("disable_fog");
- shader_types.insert("spatial");
- shader_types.insert("canvas_item");
- shader_types.insert("particles");
- shader_types.insert("sky");
+ shader_types_list.push_back("spatial");
+ shader_types_list.push_back("canvas_item");
+ shader_types_list.push_back("particles");
+ shader_types_list.push_back("sky");
+
+ for (int i = 0; i < shader_types_list.size(); i++) {
+ shader_types.insert(shader_types_list[i]);
+ }
}
diff --git a/servers/rendering/shader_types.h b/servers/rendering/shader_types.h
index e59cef6b79..75a310a1b1 100644
--- a/servers/rendering/shader_types.h
+++ b/servers/rendering/shader_types.h
@@ -46,13 +46,15 @@ class ShaderTypes {
static ShaderTypes *singleton;
Set<String> shader_types;
+ List<String> shader_types_list;
public:
static ShaderTypes *get_singleton() { return singleton; }
- const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(RS::ShaderMode p_mode);
- const Vector<StringName> &get_modes(RS::ShaderMode p_mode);
- const Set<String> &get_types();
+ const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(RS::ShaderMode p_mode) const;
+ const Vector<StringName> &get_modes(RS::ShaderMode p_mode) const;
+ const Set<String> &get_types() const;
+ const List<String> &get_types_list() const;
ShaderTypes();
};
diff --git a/servers/rendering/shader_warnings.cpp b/servers/rendering/shader_warnings.cpp
index aa11b4e397..0c1d6408c9 100644
--- a/servers/rendering/shader_warnings.cpp
+++ b/servers/rendering/shader_warnings.cpp
@@ -59,6 +59,8 @@ String ShaderWarning::get_message() const {
return vformat("The uniform '%s' is declared but never used.", subject);
case UNUSED_VARYING:
return vformat("The varying '%s' is declared but never used.", subject);
+ case UNUSED_LOCAL_VARIABLE:
+ return vformat("The local variable '%s' is declared but never used.", subject);
default:
break;
}
@@ -79,6 +81,7 @@ String ShaderWarning::get_name_from_code(Code p_code) {
"UNUSED_STRUCT",
"UNUSED_UNIFORM",
"UNUSED_VARYING",
+ "UNUSED_LOCAL_VARIABLE",
};
static_assert((sizeof(names) / sizeof(*names)) == WARNING_MAX, "Amount of warning types don't match the amount of warning names.");
@@ -106,6 +109,7 @@ static void init_code_to_flags_map() {
code_to_flags_map->insert(ShaderWarning::UNUSED_STRUCT, ShaderWarning::UNUSED_STRUCT_FLAG);
code_to_flags_map->insert(ShaderWarning::UNUSED_UNIFORM, ShaderWarning::UNUSED_UNIFORM_FLAG);
code_to_flags_map->insert(ShaderWarning::UNUSED_VARYING, ShaderWarning::UNUSED_VARYING_FLAG);
+ code_to_flags_map->insert(ShaderWarning::UNUSED_LOCAL_VARIABLE, ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG);
}
ShaderWarning::CodeFlags ShaderWarning::get_flags_from_codemap(const Map<Code, bool> &p_map) {
diff --git a/servers/rendering/shader_warnings.h b/servers/rendering/shader_warnings.h
index c40aeefa2d..db872d8fb1 100644
--- a/servers/rendering/shader_warnings.h
+++ b/servers/rendering/shader_warnings.h
@@ -46,6 +46,7 @@ public:
UNUSED_STRUCT,
UNUSED_UNIFORM,
UNUSED_VARYING,
+ UNUSED_LOCAL_VARIABLE,
WARNING_MAX,
};
@@ -57,6 +58,7 @@ public:
UNUSED_STRUCT_FLAG = 8U,
UNUSED_UNIFORM_FLAG = 16U,
UNUSED_VARYING_FLAG = 32U,
+ UNUSED_LOCAL_VARIABLE_FLAG = 64U,
};
private: