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-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp14
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp51
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h7
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h1
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp12
-rw-r--r--servers/rendering/renderer_rd/framebuffer_cache_rd.cpp64
-rw-r--r--servers/rendering/renderer_rd/framebuffer_cache_rd.h310
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp29
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp39
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl34
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl32
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp1
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp14
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp5
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp5
-rw-r--r--servers/rendering/renderer_rd/storage_rd/utilities.cpp2
-rw-r--r--servers/rendering/renderer_rd/uniform_set_cache_rd.h4
-rw-r--r--servers/rendering/renderer_viewport.cpp6
-rw-r--r--servers/rendering/rendering_device.cpp1
-rw-r--r--servers/rendering/rendering_device.h11
-rw-r--r--servers/rendering/shader_compiler.cpp46
-rw-r--r--servers/rendering/shader_compiler.h1
-rw-r--r--servers/rendering/shader_language.cpp79
-rw-r--r--servers/rendering/shader_language.h6
-rw-r--r--servers/rendering/shader_preprocessor.cpp165
-rw-r--r--servers/rendering/shader_preprocessor.h37
37 files changed, 869 insertions, 172 deletions
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
index 58f4c855a4..257b67cf04 100644
--- a/servers/rendering/renderer_rd/environment/fog.cpp
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -500,7 +500,7 @@ Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) {
fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(fog_map, "Fog map");
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
Vector<uint8_t> dm;
dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
dm.fill(0);
@@ -643,7 +643,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -663,7 +663,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -675,7 +675,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -949,7 +949,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
}
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -960,7 +960,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
}
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -972,7 +972,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index feafcc42c9..eaef5ba39c 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -1140,6 +1140,7 @@ void GI::SDFGI::erase() {
RD::get_singleton()->free(lightprobe_data);
RD::get_singleton()->free(lightprobe_history_scroll);
+ RD::get_singleton()->free(lightprobe_average_scroll);
RD::get_singleton()->free(occlusion_data);
RD::get_singleton()->free(ambient_texture);
@@ -2427,18 +2428,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
if (last_probe_data_version != data_version) {
//need to re-create everything
- if (texture.is_valid()) {
- RD::get_singleton()->free(texture);
- RD::get_singleton()->free(write_buffer);
- mipmaps.clear();
- }
-
- for (int i = 0; i < dynamic_maps.size(); i++) {
- RD::get_singleton()->free(dynamic_maps[i].texture);
- RD::get_singleton()->free(dynamic_maps[i].depth);
- }
-
- dynamic_maps.clear();
+ free_resources();
Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
@@ -3130,6 +3120,37 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
last_probe_version = gi->voxel_gi_get_version(probe);
}
+void GI::VoxelGIInstance::free_resources() {
+ if (texture.is_valid()) {
+ RD::get_singleton()->free(texture);
+ RD::get_singleton()->free(write_buffer);
+
+ texture = RID();
+ write_buffer = RID();
+ mipmaps.clear();
+ }
+
+ for (int i = 0; i < dynamic_maps.size(); i++) {
+ RD::get_singleton()->free(dynamic_maps[i].texture);
+ RD::get_singleton()->free(dynamic_maps[i].depth);
+
+ // these only exist on the first level...
+ if (dynamic_maps[i].fb_depth.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].fb_depth);
+ }
+ if (dynamic_maps[i].albedo.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].albedo);
+ }
+ if (dynamic_maps[i].normal.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].normal);
+ }
+ if (dynamic_maps[i].orm.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].orm);
+ }
+ }
+ dynamic_maps.clear();
+}
+
void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -3936,6 +3957,12 @@ RID GI::voxel_gi_instance_create(RID p_base) {
return rid;
}
+void GI::voxel_gi_instance_free(RID p_rid) {
+ GI::VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_rid);
+ voxel_gi->free_resources();
+ voxel_gi_instance_owner.free(p_rid);
+}
+
void GI::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
ERR_FAIL_COND(!voxel_gi);
diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h
index 304df1605b..8860445c3b 100644
--- a/servers/rendering/renderer_rd/environment/gi.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -469,6 +469,7 @@ public:
void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+ void free_resources();
};
mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
@@ -483,6 +484,12 @@ public:
return voxel_gi->texture;
};
+ bool voxel_gi_instance_owns(RID p_rid) const {
+ return voxel_gi_instance_owner.owns(p_rid);
+ }
+
+ void voxel_gi_instance_free(RID p_rid);
+
RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW;
/* SDFGI */
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 6433a39863..d3601274b5 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -114,12 +114,16 @@ void SkyRD::SkyShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
+
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
+ while (el) {
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
+ }
+
print_line("\n**uniforms:\n" + gen_code.uniforms);
- // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
- // print_line("\n**vertex_code:\n" + gen_code.vertex);
- print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
- print_line("\n**fragment_code:\n" + gen_code.fragment);
- print_line("\n**light_code:\n" + gen_code.light);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
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 556db086b2..0911ee595f 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
@@ -150,6 +150,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
depth_draw = DepthDraw(depth_drawi);
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
+ uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
#if 0
print_line("**compiling shader:");
@@ -158,11 +159,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
- RBMap<String, String>::Element *el = gen_code.code.front();
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
- print_line("\n**code " + el->key() + ":\n" + el->value());
-
- el = el->next();
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
@@ -396,7 +396,11 @@ void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<Prope
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ // Don't expose any of these.
continue;
}
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 fa9ebde1b2..d6b526fa4a 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
@@ -174,6 +174,7 @@ public:
bool uses_time = false;
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
+ bool uses_screen_texture_mipmaps = false;
Cull cull_mode = CULL_DISABLED;
uint64_t last_pass = 0;
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 01b54607bc..85c9e1db2a 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
@@ -158,11 +158,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
- RBMap<String, String>::Element * el = gen_code.code.front();
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
- print_line("\n**code " + el->key() + ":\n" + el->value());
-
- el = el->next();
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
@@ -353,7 +352,10 @@ void SceneShaderForwardMobile::ShaderData::get_shader_uniform_list(List<Property
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}
diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp
new file mode 100644
index 0000000000..9baa86a32d
--- /dev/null
+++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp
@@ -0,0 +1,64 @@
+/*************************************************************************/
+/* framebuffer_cache_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "framebuffer_cache_rd.h"
+
+FramebufferCacheRD *FramebufferCacheRD::singleton = nullptr;
+
+void FramebufferCacheRD::_invalidate(Cache *p_cache) {
+ if (p_cache->prev) {
+ p_cache->prev->next = p_cache->next;
+ } else {
+ // At beginning of table
+ uint32_t table_idx = p_cache->hash % HASH_TABLE_SIZE;
+ hash_table[table_idx] = p_cache->next;
+ }
+
+ if (p_cache->next) {
+ p_cache->next->prev = p_cache->prev;
+ }
+
+ cache_allocator.free(p_cache);
+ cache_instances_used--;
+}
+void FramebufferCacheRD::_framebuffer_invalidation_callback(void *p_userdata) {
+ singleton->_invalidate(reinterpret_cast<Cache *>(p_userdata));
+}
+
+FramebufferCacheRD::FramebufferCacheRD() {
+ ERR_FAIL_COND(singleton != nullptr);
+ singleton = this;
+}
+
+FramebufferCacheRD::~FramebufferCacheRD() {
+ if (cache_instances_used > 0) {
+ ERR_PRINT("At exit: " + itos(cache_instances_used) + " framebuffer cache instance(s) still in use.");
+ }
+}
diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.h b/servers/rendering/renderer_rd/framebuffer_cache_rd.h
new file mode 100644
index 0000000000..f360e0fc6b
--- /dev/null
+++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.h
@@ -0,0 +1,310 @@
+/*************************************************************************/
+/* framebuffer_cache_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FRAMEBUFFER_CACHE_RD_H
+#define FRAMEBUFFER_CACHE_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/paged_allocator.h"
+#include "servers/rendering/rendering_device.h"
+
+class FramebufferCacheRD : public Object {
+ GDCLASS(FramebufferCacheRD, Object)
+
+ struct Cache {
+ Cache *prev = nullptr;
+ Cache *next = nullptr;
+ uint32_t hash = 0;
+ RID cache;
+ LocalVector<RID> textures;
+ LocalVector<RD::FramebufferPass> passes;
+ uint32_t views = 0;
+ };
+
+ PagedAllocator<Cache> cache_allocator;
+
+ enum {
+ HASH_TABLE_SIZE = 16381 // Prime
+ };
+
+ Cache *hash_table[HASH_TABLE_SIZE] = {};
+
+ static _FORCE_INLINE_ uint32_t _hash_pass(const RD::FramebufferPass &p, uint32_t h) {
+ h = hash_murmur3_one_32(p.depth_attachment, h);
+ h = hash_murmur3_one_32(p.vrs_attachment, h);
+
+ h = hash_murmur3_one_32(p.color_attachments.size(), h);
+ for (int i = 0; i < p.color_attachments.size(); i++) {
+ h = hash_murmur3_one_32(p.color_attachments[i], h);
+ }
+
+ h = hash_murmur3_one_32(p.resolve_attachments.size(), h);
+ for (int i = 0; i < p.resolve_attachments.size(); i++) {
+ h = hash_murmur3_one_32(p.resolve_attachments[i], h);
+ }
+
+ h = hash_murmur3_one_32(p.preserve_attachments.size(), h);
+ for (int i = 0; i < p.preserve_attachments.size(); i++) {
+ h = hash_murmur3_one_32(p.preserve_attachments[i], h);
+ }
+
+ return h;
+ }
+
+ static _FORCE_INLINE_ bool _compare_pass(const RD::FramebufferPass &a, const RD::FramebufferPass &b) {
+ if (a.depth_attachment != b.depth_attachment) {
+ return false;
+ }
+
+ if (a.vrs_attachment != b.vrs_attachment) {
+ return false;
+ }
+
+ if (a.color_attachments.size() != b.color_attachments.size()) {
+ return false;
+ }
+
+ for (int i = 0; i < a.color_attachments.size(); i++) {
+ if (a.color_attachments[i] != b.color_attachments[i]) {
+ return false;
+ }
+ }
+
+ if (a.resolve_attachments.size() != b.resolve_attachments.size()) {
+ return false;
+ }
+
+ for (int i = 0; i < a.resolve_attachments.size(); i++) {
+ if (a.resolve_attachments[i] != b.resolve_attachments[i]) {
+ return false;
+ }
+ }
+
+ if (a.preserve_attachments.size() != b.preserve_attachments.size()) {
+ return false;
+ }
+
+ for (int i = 0; i < a.preserve_attachments.size(); i++) {
+ if (a.preserve_attachments[i] != b.preserve_attachments[i]) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ _FORCE_INLINE_ uint32_t _hash_rids(uint32_t h, const RID &arg) {
+ return hash_murmur3_one_64(arg.get_id(), h);
+ }
+
+ template <typename... Args>
+ uint32_t _hash_rids(uint32_t h, const RID &arg, Args... args) {
+ h = hash_murmur3_one_64(arg.get_id(), h);
+ return _hash_rids(h, args...);
+ }
+
+ _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RID> &textures, const RID &arg) {
+ return textures[idx] == arg;
+ }
+
+ template <typename... Args>
+ _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RID> &textures, const RID &arg, Args... args) {
+ if (textures[idx] != arg) {
+ return false;
+ }
+ return _compare_args(idx + 1, textures, args...);
+ }
+
+ _FORCE_INLINE_ void _create_args(Vector<RID> &textures, const RID &arg) {
+ textures.push_back(arg);
+ }
+
+ template <typename... Args>
+ _FORCE_INLINE_ void _create_args(Vector<RID> &textures, const RID &arg, Args... args) {
+ textures.push_back(arg);
+ _create_args(textures, args...);
+ }
+
+ static FramebufferCacheRD *singleton;
+
+ uint32_t cache_instances_used = 0;
+
+ void _invalidate(Cache *p_cache);
+ static void _framebuffer_invalidation_callback(void *p_userdata);
+
+ RID _allocate_from_data(uint32_t p_views, uint32_t p_hash, uint32_t p_table_idx, const Vector<RID> &p_textures, const Vector<RD::FramebufferPass> &p_passes) {
+ RID rid;
+ if (p_passes.size()) {
+ rid = RD::get_singleton()->framebuffer_create_multipass(p_textures, p_passes, RD::INVALID_ID, p_views);
+ } else {
+ rid = RD::get_singleton()->framebuffer_create(p_textures, RD::INVALID_ID, p_views);
+ }
+
+ ERR_FAIL_COND_V(rid.is_null(), rid);
+
+ Cache *c = cache_allocator.alloc();
+ c->views = p_views;
+ c->cache = rid;
+ c->hash = p_hash;
+ c->textures.resize(p_textures.size());
+ for (uint32_t i = 0; i < c->textures.size(); i++) {
+ c->textures[i] = p_textures[i];
+ }
+ c->passes.resize(p_passes.size());
+ for (uint32_t i = 0; i < c->passes.size(); i++) {
+ c->passes[i] = p_passes[i];
+ }
+ c->prev = nullptr;
+ c->next = hash_table[p_table_idx];
+ if (hash_table[p_table_idx]) {
+ hash_table[p_table_idx]->prev = c;
+ }
+ hash_table[p_table_idx] = c;
+
+ RD::get_singleton()->framebuffer_set_invalidation_callback(rid, _framebuffer_invalidation_callback, c);
+
+ cache_instances_used++;
+
+ return rid;
+ }
+
+public:
+ template <typename... Args>
+ RID get_cache(Args... args) {
+ uint32_t h = hash_murmur3_one_32(1); //1 view
+ h = hash_murmur3_one_32(sizeof...(Args), h);
+ h = _hash_args(h, args...);
+ h = hash_murmur3_one_32(0, h); // 0 passes
+ h = hash_fmix32(h);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->passes.size() == 0 && c->textures.size() == sizeof...(Args) && c->views == 1 && _compare_args(0, c->textures, args...)) {
+ return c->cache;
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+
+ Vector<RID> textures;
+ _create_args(textures, args...);
+
+ return _allocate_from_data(1, h, table_idx, textures, Vector<RD::FramebufferPass>());
+ }
+
+ template <typename... Args>
+ RID get_cache_multiview(uint32_t p_views, Args... args) {
+ uint32_t h = hash_murmur3_one_32(p_views);
+ h = hash_murmur3_one_32(sizeof...(Args), h);
+ h = _hash_args(h, args...);
+ h = hash_murmur3_one_32(0, h); // 0 passes
+ h = hash_fmix32(h);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->passes.size() == 0 && c->textures.size() == sizeof...(Args) && c->views == p_views && _compare_args(0, c->textures, args...)) {
+ return c->cache;
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+
+ Vector<RID> textures;
+ _create_args(textures, args...);
+
+ return _allocate_from_data(p_views, h, table_idx, textures, Vector<RD::FramebufferPass>());
+ }
+
+ RID get_cache_multipass(const Vector<RID> &p_textures, const Vector<RD::FramebufferPass> &p_passes, uint32_t p_views = 1) {
+ uint32_t h = hash_murmur3_one_32(p_views);
+ h = hash_murmur3_one_32(p_textures.size());
+ for (int i = 0; i < p_textures.size(); i++) {
+ h = hash_murmur3_one_64(p_textures[i].get_id(), h);
+ }
+ h = hash_murmur3_one_32(p_passes.size());
+ for (int i = 0; i < p_passes.size(); i++) {
+ h = _hash_pass(p_passes[i], h);
+ }
+
+ h = hash_fmix32(h);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->views == p_views && c->textures.size() == (uint32_t)p_textures.size() && c->passes.size() == (uint32_t)p_passes.size()) {
+ bool all_ok = true;
+
+ for (int i = 0; i < p_textures.size(); i++) {
+ if (p_textures[i] != c->textures[i]) {
+ all_ok = false;
+ break;
+ }
+ }
+
+ if (all_ok) {
+ for (int i = 0; i < p_passes.size(); i++) {
+ if (!_compare_pass(p_passes[i], c->passes[i])) {
+ all_ok = false;
+ break;
+ }
+ }
+ }
+
+ if (all_ok) {
+ return c->cache;
+ }
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+ return _allocate_from_data(p_views, h, table_idx, p_textures, p_passes);
+ }
+
+ static FramebufferCacheRD *get_singleton() { return singleton; }
+
+ FramebufferCacheRD();
+ ~FramebufferCacheRD();
+};
+
+#endif // FRAMEBUFFER_CACHE_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index c1b08ee4c9..38a2340d40 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1361,6 +1361,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
Item *ci = p_item_list;
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
+ bool backbuffer_gen_mipmaps = false;
Item *canvas_group_owner = nullptr;
@@ -1389,6 +1390,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (!material_screen_texture_found) {
backbuffer_copy = true;
back_buffer_rect = Rect2();
+ backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
}
}
@@ -1474,9 +1476,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
- texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
+ texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
backbuffer_copy = false;
+ backbuffer_gen_mipmaps = false;
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
}
@@ -1980,6 +1983,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
ubo_size = 0;
uniforms.clear();
uses_screen_texture = false;
+ uses_screen_texture_mipmaps = false;
uses_sdf = false;
uses_time = false;
@@ -1990,7 +1994,6 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
ShaderCompiler::GeneratedCode gen_code;
int blend_mode = BLEND_MODE_MIX;
- uses_screen_texture = false;
ShaderCompiler::IdentifierActions actions;
actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
@@ -2015,6 +2018,8 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+ uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+
if (version.is_null()) {
version = canvas_singleton->shader.canvas_shader.version_create();
}
@@ -2025,12 +2030,16 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
+
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
+ while (el) {
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
+ }
+
print_line("\n**uniforms:\n" + gen_code.uniforms);
- print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
- print_line("\n**vertex_code:\n" + gen_code.vertex);
- print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
- print_line("\n**fragment_code:\n" + gen_code.fragment);
- print_line("\n**light_code:\n" + gen_code.light);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
@@ -2175,7 +2184,11 @@ void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<Prop
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ // Don't expose any of these.
continue;
}
if (E.value.texture_order >= 0) {
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 5eb4cee4c6..bcbbbaa1a0 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -174,6 +174,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_screen_texture = false;
+ bool uses_screen_texture_mipmaps = false;
bool uses_sdf = false;
bool uses_time = false;
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index a61172c8f5..967b725b9e 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -249,6 +249,7 @@ RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
uniform_set_cache = memnew(UniformSetCacheRD);
+ framebuffer_cache = memnew(FramebufferCacheRD);
{
String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
@@ -316,5 +317,6 @@ RendererCompositorRD::RendererCompositorRD() {
RendererCompositorRD::~RendererCompositorRD() {
memdelete(uniform_set_cache);
+ memdelete(framebuffer_cache);
ShaderRD::set_shader_cache_dir(String());
}
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 564c26bfe4..a28335f800 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -37,6 +37,7 @@
#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
+#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
@@ -50,6 +51,7 @@
class RendererCompositorRD : public RendererCompositor {
protected:
UniformSetCacheRD *uniform_set_cache = nullptr;
+ FramebufferCacheRD *framebuffer_cache = nullptr;
RendererCanvasRenderRD *canvas = nullptr;
RendererRD::Utilities *utilities = nullptr;
RendererRD::LightStorage *light_storage = nullptr;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index c6f38012a6..6c219933b0 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2459,8 +2459,7 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
p_internal_width = p_width;
}
- const float texture_mipmap_bias = -log2f(p_width / p_internal_width) + p_texture_mipmap_bias;
- material_storage->sampler_rd_configure_custom(texture_mipmap_bias);
+ material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
update_uniform_sets();
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
@@ -2869,7 +2868,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
}
- light_data.shadow_enabled = p_using_shadows && light_storage->light_has_shadow(base);
+ light_data.shadow_opacity = p_using_shadows && light_storage->light_has_shadow(base) ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) : 0.0;
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
@@ -2886,7 +2885,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
angular_diameter = 0.0;
}
- if (light_data.shadow_enabled) {
+ if (light_data.shadow_opacity > 0.001) {
RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
@@ -3040,19 +3039,26 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// Reuse fade begin, fade length and distance for shadow LOD determination later.
float fade_begin = 0.0;
+ float fade_shadow = 0.0;
float fade_length = 0.0;
real_t distance = 0.0;
float fade = 1.0;
+ float shadow_opacity_fade = 1.0;
if (light_storage->light_is_distance_fade_enabled(li->light)) {
fade_begin = light_storage->light_get_distance_fade_begin(li->light);
+ fade_shadow = light_storage->light_get_distance_fade_shadow(li->light);
fade_length = light_storage->light_get_distance_fade_length(li->light);
distance = camera_plane.distance_to(li->transform.origin);
+ // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
if (distance > fade_begin) {
- // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
}
+
+ if (distance > fade_shadow) {
+ shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length);
+ }
}
float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
@@ -3120,7 +3126,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
bool in_shadow_range = true;
if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
- if (distance > light_storage->light_get_distance_fade_shadow(li->light)) {
+ if (distance > light_storage->light_get_distance_fade_shadow(li->light) + light_storage->light_get_distance_fade_length(li->light)) {
// Out of range, don't draw shadows to improve performance.
in_shadow_range = false;
}
@@ -3129,7 +3135,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
if (needs_shadow && in_shadow_range) {
// fill in the shadow information
- light_data.shadow_enabled = true;
+ light_data.shadow_opacity = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) * shadow_opacity_fade;
float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
@@ -3189,7 +3195,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
} else {
- light_data.shadow_enabled = false;
+ light_data.shadow_opacity = 0.0;
}
li->cull_mask = light_storage->light_get_cull_mask(base);
@@ -3637,7 +3643,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
if (p_render_data->render_buffers.is_valid()) {
bool directional_shadows = false;
for (uint32_t i = 0; i < directional_light_count; i++) {
- if (cluster.directional_lights[i].shadow_enabled) {
+ if (cluster.directional_lights[i].shadow_opacity > 0.001) {
directional_shadows = true;
break;
}
@@ -4079,19 +4085,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
decal_instance_owner.free(p_rid);
} else if (lightmap_instance_owner.owns(p_rid)) {
lightmap_instance_owner.free(p_rid);
- } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
- RendererRD::GI::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
- if (voxel_gi->texture.is_valid()) {
- RD::get_singleton()->free(voxel_gi->texture);
- RD::get_singleton()->free(voxel_gi->write_buffer);
- }
-
- for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
- RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
- RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
- }
-
- gi.voxel_gi_instance_owner.free(p_rid);
+ } else if (gi.voxel_gi_instance_owns(p_rid)) {
+ gi.voxel_gi_instance_free(p_rid);
} else if (sky.sky_owner.owns(p_rid)) {
sky.update_dirty_skys();
sky.free_sky(p_rid);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 09ec2a9efd..22e9ead243 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -608,7 +608,7 @@ private:
float inv_spot_attenuation;
float cos_spot_angle;
float specular_amount;
- uint32_t shadow_enabled;
+ float shadow_opacity;
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
float shadow_matrix[16];
@@ -633,7 +633,7 @@ private:
float softshadow_angle;
float soft_shadow_scale;
uint32_t blend_splits;
- uint32_t shadow_enabled;
+ float shadow_opacity;
float fade_from;
float fade_to;
uint32_t pad[2];
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index 0438671dd2..0b43af7738 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
@@ -30,7 +30,7 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
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 {
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a3b3938ee9..a06cacfabe 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -52,7 +52,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
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 {
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index e74cfad65c..6f79b9e771 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -377,7 +377,7 @@ void main() {
for (uint i = 0; i < params.directional_light_count; i++) {
vec3 shadow_attenuation = vec3(1.0);
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -view_pos.z;
vec4 pssm_coord;
@@ -486,7 +486,7 @@ void main() {
vec3 light = omni_lights.data[light_index].color;
- if (omni_lights.data[light_index].shadow_enabled) {
+ if (omni_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = omni_lights.data[light_index].atlas_rect;
vec2 flip_offset = omni_lights.data[light_index].direction.xy;
@@ -572,7 +572,7 @@ void main() {
vec3 light = spot_lights.data[light_index].color;
- if (spot_lights.data[light_index].shadow_enabled) {
+ if (spot_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
vec2 flip_offset = spot_lights.data[light_index].direction.xy;
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index 61c8488a05..799f7087b6 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -15,7 +15,7 @@ struct LightData { //this structure needs to be as packed as possible
mediump float cone_attenuation;
mediump float cone_angle;
mediump float specular_amount;
- bool shadow_enabled;
+ mediump float shadow_opacity;
highp vec4 atlas_rect; // rect in the shadow atlas
highp mat4 shadow_matrix;
@@ -60,7 +60,7 @@ struct DirectionalLightData {
highp float softshadow_angle;
highp float soft_shadow_scale;
bool blend_splits;
- bool shadow_enabled;
+ mediump float shadow_opacity;
highp float fade_from;
highp float fade_to;
uvec2 pad;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 22058b3a06..e9515c7670 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -988,8 +988,10 @@ void fragment_shader(in SceneData scene_data) {
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
#else
vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
@@ -1046,6 +1048,7 @@ void fragment_shader(in SceneData scene_data) {
ambient_light *= attenuation;
specular_light *= attenuation;
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
@@ -1203,6 +1206,7 @@ void fragment_shader(in SceneData scene_data) {
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
vec3 ref_vec = normalize(reflect(-view, normal));
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
//find arbitrary tangent and bitangent, then build a matrix
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));
@@ -1302,6 +1306,18 @@ void fragment_shader(in SceneData scene_data) {
item_to = subgroupBroadcastFirst(subgroupMax(item_to));
#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
for (uint i = item_from; i < item_to; i++) {
uint mask = cluster_buffer.data[cluster_reflection_offset + i];
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
@@ -1324,16 +1340,8 @@ void fragment_shader(in SceneData scene_data) {
if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
-#ifdef LIGHT_ANISOTROPY_USED
- // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
- vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
- vec3 anisotropic_tangent = cross(anisotropic_direction, view);
- vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
- vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
-#else
- vec3 bent_normal = normal;
-#endif
- reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+
+ reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
}
@@ -1417,7 +1425,7 @@ void fragment_shader(in SceneData scene_data) {
float shadow = 1.0;
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
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))));
@@ -1626,7 +1634,7 @@ void fragment_shader(in SceneData scene_data) {
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth;
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
@@ -1681,6 +1689,8 @@ void fragment_shader(in SceneData scene_data) {
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
+
+ shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
#endif
blur_shadow(shadow);
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 e27c81eaea..7299bb0576 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -395,7 +395,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef SHADOWS_DISABLED
- if (omni_lights.data[idx].shadow_enabled) {
+ if (omni_lights.data[idx].shadow_opacity > 0.001) {
// there is a shadowmap
vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size;
vec4 base_uv_rect = omni_lights.data[idx].atlas_rect;
@@ -498,6 +498,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
+ shadow = mix(1.0, shadow, omni_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@@ -516,7 +517,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
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);
+ shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity);
}
return shadow;
@@ -674,7 +675,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef SHADOWS_DISABLED
- if (spot_lights.data[idx].shadow_enabled) {
+ if (spot_lights.data[idx].shadow_opacity > 0.001) {
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;
@@ -735,6 +736,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
+ shadow = mix(1.0, shadow, spot_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@@ -743,7 +745,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
} else {
//hard shadow
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_block.data.shadow_atlas_pixel_size, shadow_uv);
+ shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv), spot_lights.data[idx].shadow_opacity);
}
return shadow;
@@ -872,7 +874,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
diffuse_light, specular_light);
}
-void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
vec3 box_extents = reflections.data[ref_index].box_extents;
vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
@@ -880,8 +882,6 @@ void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, flo
return;
}
- vec3 ref_vec = normalize(reflect(-view, normal));
-
vec3 inner_pos = abs(local_pos / box_extents);
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
//make blend more rounded
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 26d0de46c2..6548793bee 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -889,8 +889,10 @@ void main() {
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
#else
vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
@@ -940,6 +942,7 @@ void main() {
vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
float NoV = max(dot(n, view), 0.0001);
vec3 ref_vec = reflect(-view, n);
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
// The clear coat layer assumes an IOR of 1.5 (4% reflectance)
float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
float attenuation = 1.0 - Fc;
@@ -1036,6 +1039,19 @@ void main() {
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
uint reflection_indices = draw_call.reflection_probes.x;
+
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
for (uint i = 0; i < 8; i++) {
uint reflection_index = reflection_indices & 0xFF;
if (i == 4) {
@@ -1047,16 +1063,8 @@ void main() {
if (reflection_index == 0xFF) {
break;
}
-#ifdef LIGHT_ANISOTROPY_USED
- // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
- vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
- vec3 anisotropic_tangent = cross(anisotropic_direction, view);
- vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
- vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
-#else
- vec3 bent_normal = normal;
-#endif
- reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+
+ reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
if (reflection_accum.a > 0.0) {
@@ -1134,7 +1142,7 @@ void main() {
#ifdef USE_SOFT_SHADOWS
//version with soft shadows, more expensive
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;
@@ -1286,7 +1294,7 @@ void main() {
#else
// Soft shadow disabled version
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index d3831b4618..882afdfa54 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -88,6 +88,7 @@ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
+ light.param[RS::LIGHT_PARAM_SHADOW_OPACITY] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index 41dd1ccc40..fa8406e7a1 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -941,6 +941,12 @@ void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringNa
continue; //instance uniforms don't appear in the buffer
}
+ if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ continue;
+ }
+
if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
//this is a global variable, get the index to it
GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
@@ -1052,6 +1058,12 @@ void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Va
Vector<RID> textures;
+ if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ continue;
+ }
+
if (p_texture_uniforms[i].global) {
uses_global_textures = true;
@@ -1307,7 +1319,7 @@ bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<
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) {
+ 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;
}
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index dc3f35f942..585c42b2d8 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -416,7 +416,10 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
}
for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
- mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
+ const AABB &bone = p_surface.bone_aabbs[i];
+ if (!bone.has_no_volume()) {
+ mesh->bone_aabbs.write[i].merge_with(bone);
+ }
}
mesh->aabb.merge_with(p_surface.aabb);
}
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index e20a04ff2a..84427e1c93 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -416,7 +416,10 @@ TextureStorage::TextureStorage() {
tformat.format = RD::DATA_FORMAT_R8_UINT;
tformat.width = 4;
tformat.height = 4;
- tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ if (RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS)) {
+ tformat.usage_bits |= RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT;
+ }
tformat.texture_type = RD::TEXTURE_TYPE_2D;
Vector<uint8_t> pv;
diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
index ae1f22be3b..fcef2f24bf 100644
--- a/servers/rendering/renderer_rd/storage_rd/utilities.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
@@ -290,7 +290,7 @@ bool Utilities::has_os_feature(const String &p_feature) const {
return true;
}
-#if !defined(ANDROID_ENABLED) && !defined(IPHONE_ENABLED)
+#if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
// For good measure we do the same hack for iOS, just in case.
diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
index abf110730b..bca8b02178 100644
--- a/servers/rendering/renderer_rd/uniform_set_cache_rd.h
+++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
@@ -163,7 +163,7 @@ public:
const Cache *c = hash_table[table_idx];
while (c) {
- if (c->hash == h && c->set == p_set && c->shader == p_shader && _compare_args(0, c->uniforms, args...)) {
+ if (c->hash == h && c->set == p_set && c->shader == p_shader && sizeof...(Args) == c->uniforms.size() && _compare_args(0, c->uniforms, args...)) {
return c->cache;
}
c = c->next;
@@ -193,7 +193,7 @@ public:
const Cache *c = hash_table[table_idx];
while (c) {
- if (c->hash == h && c->set == p_set && c->shader == p_shader) {
+ if (c->hash == h && c->set == p_set && c->shader == p_shader && (uint32_t)p_uniforms.size() == c->uniforms.size()) {
bool all_ok = true;
for (int i = 0; i < p_uniforms.size(); i++) {
if (!_compare_uniform(p_uniforms[i], c->uniforms[i])) {
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 118bf532b3..73b03966c5 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -138,7 +138,11 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
p_viewport->internal_size = Size2(render_width, render_height);
- RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, p_viewport->texture_mipmap_bias, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->get_view_count());
+ // At resolution scales lower than 1.0, use negative texture mipmap bias
+ // to compensate for the loss of sharpness.
+ const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
+
+ RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->get_view_count());
}
}
}
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 0b76bb3051..c07a783302 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -387,6 +387,7 @@ void RenderingDevice::_bind_methods() {
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);
+ ClassDB::bind_method(D_METHOD("framebuffer_is_valid", "framebuffer"), &RenderingDevice::framebuffer_is_valid);
ClassDB::bind_method(D_METHOD("sampler_create", "state"), &RenderingDevice::_sampler_create);
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 03aa6f7644..a864cfa74c 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -129,6 +129,8 @@ public:
typedef Vector<uint8_t> (*ShaderCompileToSPIRVFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, const RenderingDevice *p_render_device);
typedef Vector<uint8_t> (*ShaderCacheFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language);
+ typedef void (*InvalidationCallback)(void *);
+
private:
static ShaderCompileToSPIRVFunction compile_to_spirv_function;
static ShaderCacheFunction cache_function;
@@ -547,13 +549,15 @@ public:
int32_t vrs_attachment = ATTACHMENT_UNUSED; // density map for VRS, only used if supported
};
- 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_multipass(const Vector<AttachmentFormat> &p_attachments, const 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, 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_multipass(const Vector<RID> &p_texture_attachments, const 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 bool framebuffer_is_valid(RID p_framebuffer) const = 0;
+ virtual void framebuffer_set_invalidation_callback(RID p_framebuffer, InvalidationCallback p_callback, void *p_userdata) = 0;
virtual FramebufferFormatID framebuffer_get_format(RID p_framebuffer) = 0;
@@ -793,8 +797,7 @@ 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)(void *);
- virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, UniformSetInvalidatedCallback p_callback, void *p_userdata) = 0;
+ virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, InvalidationCallback 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;
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 7637eae4a6..f14350305a 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -498,6 +498,11 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {
if (SL::is_sampler_type(E.value.type)) {
+ if (E.value.hint == SL::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == SL::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == SL::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ continue; // Don't create uniforms in the generated code for these.
+ }
max_texture_uniforms++;
} else {
if (E.value.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
@@ -537,6 +542,13 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
p_actions.uniforms->insert(uniform_name, uniform);
continue; // Instances are indexed directly, don't need index uniforms.
}
+
+ if (uniform.hint == SL::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ uniform.hint == SL::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ uniform.hint == SL::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ continue; // Don't create uniforms in the generated code for these.
+ }
+
if (SL::is_sampler_type(uniform.type)) {
// Texture layouts are different for OpenGL GLSL and Vulkan GLSL
if (!RS::get_singleton()->is_low_end()) {
@@ -892,12 +904,39 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (p_default_actions.renames.has(vnode->name)) {
code = p_default_actions.renames[vnode->name];
+ if (vnode->name == "SCREEN_TEXTURE") {
+ r_gen_code.uses_screen_texture_mipmaps = true;
+ }
} else {
if (shader->uniforms.has(vnode->name)) {
//its a uniform!
const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name];
if (u.texture_order >= 0) {
- code = _mkid(vnode->name); //texture, use as is
+ StringName name = vnode->name;
+ if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
+ name = "SCREEN_TEXTURE";
+ if (u.filter >= ShaderLanguage::FILTER_NEAREST_MIPMAP) {
+ r_gen_code.uses_screen_texture_mipmaps = true;
+ }
+ } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
+ name = "NORMAL_ROUGHNESS_TEXTURE";
+ } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ name = "DEPTH_TEXTURE";
+ } else {
+ name = _mkid(vnode->name); //texture, use as is
+ }
+
+ if (p_default_actions.renames.has(name)) {
+ code = p_default_actions.renames[name];
+ } else {
+ code = name;
+ }
+
+ if (p_actions.usage_flag_pointers.has(name) && !used_flag_pointers.has(name)) {
+ *p_actions.usage_flag_pointers[name] = true;
+ used_flag_pointers.insert(name);
+ }
+
} else {
//a scalar or vector
if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
@@ -1155,6 +1194,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
if (correct_texture_uniform) {
+ //TODO Needs to detect screen_texture hint as well
is_screen_texture = (texture_uniform == "SCREEN_TEXTURE");
String sampler_name;
@@ -1404,6 +1444,7 @@ Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, Ident
r_gen_code.uses_fragment_time = false;
r_gen_code.uses_vertex_time = false;
r_gen_code.uses_global_textures = false;
+ r_gen_code.uses_screen_texture_mipmaps = false;
used_name_defines.clear();
used_rmode_defines.clear();
@@ -1434,8 +1475,11 @@ void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) {
texture_functions.insert("textureLod");
texture_functions.insert("textureProjLod");
texture_functions.insert("textureGrad");
+ texture_functions.insert("textureProjGrad");
texture_functions.insert("textureGather");
texture_functions.insert("textureSize");
+ texture_functions.insert("textureQueryLod");
+ texture_functions.insert("textureQueryLevels");
texture_functions.insert("texelFetch");
}
diff --git a/servers/rendering/shader_compiler.h b/servers/rendering/shader_compiler.h
index 06f42e9f0f..1ad43daf5f 100644
--- a/servers/rendering/shader_compiler.h
+++ b/servers/rendering/shader_compiler.h
@@ -80,6 +80,7 @@ public:
bool uses_global_textures;
bool uses_fragment_time;
bool uses_vertex_time;
+ bool uses_screen_texture_mipmaps;
};
struct DefaultIdentifierActions {
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 019f10fe38..cab92e6e20 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -200,6 +200,9 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
"HINT_ANISOTROPY_TEXTURE",
"HINT_RANGE",
"HINT_INSTANCE_INDEX",
+ "HINT_SCREEN_TEXTURE",
+ "HINT_NORMAL_ROUGHNESS_TEXTURE",
+ "HINT_DEPTH_TEXTURE",
"FILTER_NEAREST",
"FILTER_LINEAR",
"FILTER_NEAREST_MIPMAP",
@@ -363,6 +366,10 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
{ TK_HINT_ROUGHNESS_A, "hint_roughness_a", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_ROUGHNESS_NORMAL_TEXTURE, "hint_roughness_normal", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_ROUGHNESS_GRAY, "hint_roughness_gray", CF_UNSPECIFIED, {}, {} },
+ { TK_HINT_SCREEN_TEXTURE, "hint_screen_texture", CF_UNSPECIFIED, {}, {} },
+ { TK_HINT_NORMAL_ROUGHNESS_TEXTURE, "hint_normal_roughness_texture", CF_UNSPECIFIED, {}, {} },
+ { TK_HINT_DEPTH_TEXTURE, "hint_depth_texture", CF_UNSPECIFIED, {}, {} },
+
{ TK_FILTER_NEAREST, "filter_nearest", CF_UNSPECIFIED, {}, {} },
{ TK_FILTER_LINEAR, "filter_linear", CF_UNSPECIFIED, {}, {} },
{ TK_FILTER_NEAREST_MIPMAP, "filter_nearest_mipmap", CF_UNSPECIFIED, {}, {} },
@@ -1096,6 +1103,15 @@ String ShaderLanguage::get_uniform_hint_name(ShaderNode::Uniform::Hint p_hint) {
case ShaderNode::Uniform::HINT_ANISOTROPY: {
result = "hint_anisotropy";
} break;
+ case ShaderNode::Uniform::HINT_SCREEN_TEXTURE: {
+ result = "hint_screen_texture";
+ } break;
+ case ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE: {
+ result = "hint_normal_roughness_texture";
+ } break;
+ case ShaderNode::Uniform::HINT_DEPTH_TEXTURE: {
+ result = "hint_depth_texture";
+ } break;
default:
break;
}
@@ -2463,11 +2479,15 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
// reflect
+ { "reflect", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
{ "reflect", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
+ { "reflect", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
// refract
+ { "refract", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
{ "refract", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
+ { "refract", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
// faceforward
@@ -2728,6 +2748,18 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
{ "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ // textureProjGrad
+
+ { "textureProjGrad", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+
// textureGather
{ "textureGather", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
@@ -2745,6 +2777,32 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "textureGather", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
{ "textureGather", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "comp" }, TAG_GLOBAL, false },
+ // textureQueryLod
+
+ { "textureQueryLod", TYPE_VEC2, { TYPE_SAMPLER2D, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_ISAMPLER2D, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_USAMPLER2D, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_SAMPLER2DARRAY, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_ISAMPLER2DARRAY, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_USAMPLER2DARRAY, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_SAMPLER3D, TYPE_VEC3 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_ISAMPLER3D, TYPE_VEC3 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_USAMPLER3D, TYPE_VEC3 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_SAMPLERCUBE, TYPE_VEC3 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+
+ // textureQueryLevels
+
+ { "textureQueryLevels", TYPE_INT, { TYPE_SAMPLER2D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_ISAMPLER2D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_USAMPLER2D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_SAMPLER2DARRAY }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_ISAMPLER2DARRAY }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_USAMPLER2DARRAY }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_SAMPLER3D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_ISAMPLER3D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_USAMPLER3D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_SAMPLERCUBE }, { "sampler" }, TAG_GLOBAL, true },
+
// dFdx
{ "dFdx", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, false },
@@ -8563,6 +8621,15 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
return ERR_PARSE_ERROR;
}
} break;
+ case TK_HINT_SCREEN_TEXTURE: {
+ new_hint = ShaderNode::Uniform::HINT_SCREEN_TEXTURE;
+ } break;
+ case TK_HINT_NORMAL_ROUGHNESS_TEXTURE: {
+ new_hint = ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE;
+ } break;
+ case TK_HINT_DEPTH_TEXTURE: {
+ new_hint = ShaderNode::Uniform::HINT_DEPTH_TEXTURE;
+ } break;
case TK_FILTER_NEAREST: {
new_filter = FILTER_NEAREST;
} break;
@@ -8587,6 +8654,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
case TK_REPEAT_ENABLE: {
new_repeat = REPEAT_ENABLE;
} break;
+
default:
break;
}
@@ -8611,9 +8679,9 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
if (new_filter != FILTER_DEFAULT) {
if (uniform.filter != FILTER_DEFAULT) {
if (uniform.filter == new_filter) {
- _set_error(vformat(RTR("Duplicated hint: '%s'."), get_texture_filter_name(new_filter)));
+ _set_error(vformat(RTR("Duplicated filter mode: '%s'."), get_texture_filter_name(new_filter)));
} else {
- _set_error(vformat(RTR("Redefinition of hint: '%s'. The filter mode has already been set to '%s'."), get_texture_filter_name(new_filter), get_texture_filter_name(uniform.filter)));
+ _set_error(vformat(RTR("Redefinition of filter mode: '%s'. The filter mode has already been set to '%s'."), get_texture_filter_name(new_filter), get_texture_filter_name(uniform.filter)));
}
return ERR_PARSE_ERROR;
} else {
@@ -8624,9 +8692,9 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
if (new_repeat != REPEAT_DEFAULT) {
if (uniform.repeat != REPEAT_DEFAULT) {
if (uniform.repeat == new_repeat) {
- _set_error(vformat(RTR("Duplicated hint: '%s'."), get_texture_repeat_name(new_repeat)));
+ _set_error(vformat(RTR("Duplicated repeat mode: '%s'."), get_texture_repeat_name(new_repeat)));
} else {
- _set_error(vformat(RTR("Redefinition of hint: '%s'. The repeat mode has already been set to '%s'."), get_texture_repeat_name(new_repeat), get_texture_repeat_name(uniform.repeat)));
+ _set_error(vformat(RTR("Redefinition of repeat mode: '%s'. The repeat mode has already been set to '%s'."), get_texture_repeat_name(new_repeat), get_texture_repeat_name(uniform.repeat)));
}
return ERR_PARSE_ERROR;
} else {
@@ -10267,6 +10335,9 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
options.push_back("hint_roughness_gray");
options.push_back("hint_roughness_normal");
options.push_back("hint_roughness_r");
+ options.push_back("hint_screen_texture");
+ options.push_back("hint_normal_roughness_texture");
+ options.push_back("hint_depth_texture");
options.push_back("source_color");
options.push_back("repeat_enable");
options.push_back("repeat_disable");
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index bfec6e1df6..75b713d167 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -176,6 +176,9 @@ public:
TK_HINT_SOURCE_COLOR,
TK_HINT_RANGE,
TK_HINT_INSTANCE_INDEX,
+ TK_HINT_SCREEN_TEXTURE,
+ TK_HINT_NORMAL_ROUGHNESS_TEXTURE,
+ TK_HINT_DEPTH_TEXTURE,
TK_FILTER_NEAREST,
TK_FILTER_LINEAR,
TK_FILTER_NEAREST_MIPMAP,
@@ -667,6 +670,9 @@ public:
HINT_DEFAULT_WHITE,
HINT_DEFAULT_TRANSPARENT,
HINT_ANISOTROPY,
+ HINT_SCREEN_TEXTURE,
+ HINT_NORMAL_ROUGHNESS_TEXTURE,
+ HINT_DEPTH_TEXTURE,
HINT_MAX
};
diff --git a/servers/rendering/shader_preprocessor.cpp b/servers/rendering/shader_preprocessor.cpp
index f92a58c2c9..5d8cd503c0 100644
--- a/servers/rendering/shader_preprocessor.cpp
+++ b/servers/rendering/shader_preprocessor.cpp
@@ -349,6 +349,8 @@ void ShaderPreprocessor::process_directive(Tokenizer *p_tokenizer) {
process_ifdef(p_tokenizer);
} else if (directive == "ifndef") {
process_ifndef(p_tokenizer);
+ } else if (directive == "elif") {
+ process_elif(p_tokenizer);
} else if (directive == "else") {
process_else(p_tokenizer);
} else if (directive == "endif") {
@@ -415,24 +417,83 @@ void ShaderPreprocessor::process_define(Tokenizer *p_tokenizer) {
}
}
+void ShaderPreprocessor::process_elif(Tokenizer *p_tokenizer) {
+ const int line = p_tokenizer->get_line();
+
+ if (state->current_branch == nullptr || state->current_branch->else_defined) {
+ set_error(RTR("Unmatched elif."), line);
+ return;
+ }
+ if (state->previous_region != nullptr) {
+ state->previous_region->to_line = line - 1;
+ }
+
+ String body = tokens_to_string(p_tokenizer->advance('\n')).strip_edges();
+ if (body.is_empty()) {
+ set_error(RTR("Missing condition."), line);
+ return;
+ }
+
+ Error error = expand_macros(body, line, body);
+ if (error != OK) {
+ return;
+ }
+
+ Expression expression;
+ Vector<String> names;
+ error = expression.parse(body, names);
+ if (error != OK) {
+ set_error(expression.get_error_text(), line);
+ return;
+ }
+
+ Variant v = expression.execute(Array(), nullptr, false);
+ if (v.get_type() == Variant::NIL) {
+ set_error(RTR("Condition evaluation error."), line);
+ return;
+ }
+
+ bool skip = false;
+ for (int i = 0; i < state->current_branch->conditions.size(); i++) {
+ if (state->current_branch->conditions[i]) {
+ skip = true;
+ break;
+ }
+ }
+
+ bool success = !skip && v.booleanize();
+ start_branch_condition(p_tokenizer, success, true);
+
+ if (state->save_regions) {
+ add_region(line + 1, success, state->previous_region->parent);
+ }
+}
+
void ShaderPreprocessor::process_else(Tokenizer *p_tokenizer) {
- if (state->skip_stack_else.is_empty()) {
- set_error(RTR("Unmatched else."), p_tokenizer->get_line());
+ const int line = p_tokenizer->get_line();
+
+ if (state->current_branch == nullptr || state->current_branch->else_defined) {
+ set_error(RTR("Unmatched else."), line);
return;
}
- p_tokenizer->advance('\n');
+ if (state->previous_region != nullptr) {
+ state->previous_region->to_line = line - 1;
+ }
- bool skip = state->skip_stack_else[state->skip_stack_else.size() - 1];
- state->skip_stack_else.remove_at(state->skip_stack_else.size() - 1);
+ p_tokenizer->advance('\n');
- Vector<SkippedCondition *> vec = state->skipped_conditions[state->current_include];
- int index = vec.size() - 1;
- if (index >= 0) {
- SkippedCondition *cond = vec[index];
- if (cond->end_line == -1) {
- cond->end_line = p_tokenizer->get_line();
+ bool skip = false;
+ for (int i = 0; i < state->current_branch->conditions.size(); i++) {
+ if (state->current_branch->conditions[i]) {
+ skip = true;
+ break;
}
}
+ state->current_branch->else_defined = true;
+
+ if (state->save_regions) {
+ add_region(line + 1, !skip, state->previous_region->parent);
+ }
if (skip) {
Vector<String> ends;
@@ -447,21 +508,19 @@ void ShaderPreprocessor::process_endif(Tokenizer *p_tokenizer) {
set_error(RTR("Unmatched endif."), p_tokenizer->get_line());
return;
}
-
- Vector<SkippedCondition *> vec = state->skipped_conditions[state->current_include];
- int index = vec.size() - 1;
- if (index >= 0) {
- SkippedCondition *cond = vec[index];
- if (cond->end_line == -1) {
- cond->end_line = p_tokenizer->get_line();
- }
+ if (state->previous_region != nullptr) {
+ state->previous_region->to_line = p_tokenizer->get_line() - 1;
+ state->previous_region = state->previous_region->parent;
}
p_tokenizer->advance('\n');
+
+ state->current_branch = state->current_branch->parent;
+ state->branches.pop_back();
}
void ShaderPreprocessor::process_if(Tokenizer *p_tokenizer) {
- int line = p_tokenizer->get_line();
+ const int line = p_tokenizer->get_line();
String body = tokens_to_string(p_tokenizer->advance('\n')).strip_edges();
if (body.is_empty()) {
@@ -490,6 +549,10 @@ void ShaderPreprocessor::process_if(Tokenizer *p_tokenizer) {
bool success = v.booleanize();
start_branch_condition(p_tokenizer, success);
+
+ if (state->save_regions) {
+ add_region(line + 1, success, state->previous_region);
+ }
}
void ShaderPreprocessor::process_ifdef(Tokenizer *p_tokenizer) {
@@ -510,6 +573,10 @@ void ShaderPreprocessor::process_ifdef(Tokenizer *p_tokenizer) {
bool success = state->defines.has(label);
start_branch_condition(p_tokenizer, success);
+
+ if (state->save_regions) {
+ add_region(line + 1, success, state->previous_region);
+ }
}
void ShaderPreprocessor::process_ifndef(Tokenizer *p_tokenizer) {
@@ -530,6 +597,10 @@ void ShaderPreprocessor::process_ifndef(Tokenizer *p_tokenizer) {
bool success = !state->defines.has(label);
start_branch_condition(p_tokenizer, success);
+
+ if (state->save_regions) {
+ add_region(line + 1, success, state->previous_region);
+ }
}
void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {
@@ -594,15 +665,15 @@ void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {
return;
}
- String old_include = state->current_include;
- state->current_include = real_path;
+ String old_filename = state->current_filename;
+ state->current_filename = real_path;
ShaderPreprocessor processor;
int prev_condition_depth = state->condition_depth;
state->condition_depth = 0;
FilePosition fp;
- fp.file = state->current_include;
+ fp.file = state->current_filename;
fp.line = line;
state->include_positions.push_back(fp);
@@ -614,7 +685,7 @@ void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {
// Reset to last include if there are no errors. We want to use this as context.
if (state->error.is_empty()) {
- state->current_include = old_include;
+ state->current_filename = old_filename;
state->include_positions.pop_back();
} else {
return;
@@ -668,24 +739,28 @@ void ShaderPreprocessor::process_undef(Tokenizer *p_tokenizer) {
state->defines.erase(label);
}
-void ShaderPreprocessor::start_branch_condition(Tokenizer *p_tokenizer, bool p_success) {
- state->condition_depth++;
+void ShaderPreprocessor::add_region(int p_line, bool p_enabled, Region *p_parent_region) {
+ Region region;
+ region.file = state->current_filename;
+ region.enabled = p_enabled;
+ region.from_line = p_line;
+ region.parent = p_parent_region;
+ state->previous_region = &state->regions[region.file].push_back(region)->get();
+}
- if (p_success) {
- state->skip_stack_else.push_back(true);
+void ShaderPreprocessor::start_branch_condition(Tokenizer *p_tokenizer, bool p_success, bool p_continue) {
+ if (!p_continue) {
+ state->condition_depth++;
+ state->current_branch = &state->branches.push_back(Branch(p_success, state->current_branch))->get();
} else {
- SkippedCondition *cond = memnew(SkippedCondition());
- cond->start_line = p_tokenizer->get_line();
- state->skipped_conditions[state->current_include].push_back(cond);
-
+ state->current_branch->conditions.push_back(p_success);
+ }
+ if (!p_success) {
Vector<String> ends;
+ ends.push_back("elif");
ends.push_back("else");
ends.push_back("endif");
- if (next_directive(p_tokenizer, ends) == "else") {
- state->skip_stack_else.push_back(false);
- } else {
- state->skip_stack_else.push_back(true);
- }
+ next_directive(p_tokenizer, ends);
}
}
@@ -874,12 +949,6 @@ void ShaderPreprocessor::clear() {
memdelete(E->get());
}
- for (const RBMap<String, Vector<SkippedCondition *>>::Element *E = state->skipped_conditions.front(); E; E = E->next()) {
- for (SkippedCondition *condition : E->get()) {
- memdelete(condition);
- }
- }
-
memdelete(state);
}
state_owner = false;
@@ -969,8 +1038,12 @@ Error ShaderPreprocessor::preprocess(State *p_state, const String &p_code, Strin
return OK;
}
-Error ShaderPreprocessor::preprocess(const String &p_code, String &r_result, String *r_error_text, List<FilePosition> *r_error_position, HashSet<Ref<ShaderInclude>> *r_includes, List<ScriptLanguage::CodeCompletionOption> *r_completion_options, IncludeCompletionFunction p_include_completion_func) {
+Error ShaderPreprocessor::preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text, List<FilePosition> *r_error_position, List<Region> *r_regions, HashSet<Ref<ShaderInclude>> *r_includes, List<ScriptLanguage::CodeCompletionOption> *r_completion_options, IncludeCompletionFunction p_include_completion_func) {
State pp_state;
+ if (!p_filename.is_empty()) {
+ pp_state.current_filename = p_filename;
+ pp_state.save_regions = r_regions != nullptr;
+ }
Error err = preprocess(&pp_state, p_code, r_result);
if (err != OK) {
if (r_error_text) {
@@ -980,6 +1053,9 @@ Error ShaderPreprocessor::preprocess(const String &p_code, String &r_result, Str
*r_error_position = pp_state.include_positions;
}
}
+ if (r_regions) {
+ *r_regions = pp_state.regions[p_filename];
+ }
if (r_includes) {
*r_includes = pp_state.shader_includes;
}
@@ -1022,6 +1098,7 @@ Error ShaderPreprocessor::preprocess(const String &p_code, String &r_result, Str
void ShaderPreprocessor::get_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords) {
r_keywords->push_back("define");
+ r_keywords->push_back("elif");
if (p_include_shader_keywords) {
r_keywords->push_back("else");
}
diff --git a/servers/rendering/shader_preprocessor.h b/servers/rendering/shader_preprocessor.h
index 378a7d3bdf..e066b129ac 100644
--- a/servers/rendering/shader_preprocessor.h
+++ b/servers/rendering/shader_preprocessor.h
@@ -58,6 +58,14 @@ public:
int line = 0;
};
+ struct Region {
+ String file;
+ int from_line = -1;
+ int to_line = -1;
+ bool enabled = false;
+ Region *parent = nullptr;
+ };
+
private:
struct Token {
char32_t text;
@@ -122,23 +130,34 @@ private:
String body;
};
- struct SkippedCondition {
- int start_line = -1;
- int end_line = -1;
+ struct Branch {
+ Vector<bool> conditions;
+ Branch *parent = nullptr;
+ bool else_defined = false;
+
+ Branch() {}
+
+ Branch(bool p_condition, Branch *p_parent) :
+ parent(p_parent) {
+ conditions.push_back(p_condition);
+ }
};
struct State {
RBMap<String, Define *> defines;
- Vector<bool> skip_stack_else;
+ List<Branch> branches;
+ Branch *current_branch = nullptr;
int condition_depth = 0;
RBSet<String> includes;
List<uint64_t> cyclic_include_hashes; // Holds code hash of includes.
int include_depth = 0;
- String current_include;
+ String current_filename;
String current_shader_type;
String error;
List<FilePosition> include_positions;
- RBMap<String, Vector<SkippedCondition *>> skipped_conditions;
+ bool save_regions = false;
+ RBMap<String, List<Region>> regions;
+ Region *previous_region = nullptr;
bool disabled = false;
CompletionType completion_type = COMPLETION_TYPE_NONE;
HashSet<Ref<ShaderInclude>> shader_includes;
@@ -158,6 +177,7 @@ private:
void process_directive(Tokenizer *p_tokenizer);
void process_define(Tokenizer *p_tokenizer);
+ void process_elif(Tokenizer *p_tokenizer);
void process_else(Tokenizer *p_tokenizer);
void process_endif(Tokenizer *p_tokenizer);
void process_if(Tokenizer *p_tokenizer);
@@ -167,7 +187,8 @@ private:
void process_pragma(Tokenizer *p_tokenizer);
void process_undef(Tokenizer *p_tokenizer);
- void start_branch_condition(Tokenizer *p_tokenizer, bool p_success);
+ void add_region(int p_line, bool p_enabled, Region *p_parent_region);
+ void start_branch_condition(Tokenizer *p_tokenizer, bool p_success, bool p_continue = false);
void expand_output_macros(int p_start, int p_line);
Error expand_macros(const String &p_string, int p_line, String &r_result);
@@ -187,7 +208,7 @@ private:
public:
typedef void (*IncludeCompletionFunction)(List<ScriptLanguage::CodeCompletionOption> *);
- Error preprocess(const String &p_code, String &r_result, String *r_error_text = nullptr, List<FilePosition> *r_error_position = nullptr, HashSet<Ref<ShaderInclude>> *r_includes = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_options = nullptr, IncludeCompletionFunction p_include_completion_func = nullptr);
+ Error preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text = nullptr, List<FilePosition> *r_error_position = nullptr, List<Region> *r_regions = nullptr, HashSet<Ref<ShaderInclude>> *r_includes = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_options = nullptr, IncludeCompletionFunction p_include_completion_func = nullptr);
static void get_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords);
static void get_pragma_list(List<String> *r_pragmas);