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-rw-r--r--servers/audio/audio_driver_dummy.cpp17
-rw-r--r--servers/audio/audio_driver_dummy.h2
-rw-r--r--servers/audio/audio_filter_sw.cpp6
-rw-r--r--servers/audio/effects/audio_effect_capture.cpp140
-rw-r--r--servers/audio/effects/audio_effect_capture.h82
-rw-r--r--servers/audio/effects/audio_effect_chorus.cpp4
-rw-r--r--servers/audio/effects/audio_effect_delay.cpp2
-rw-r--r--servers/audio/effects/audio_effect_distortion.cpp4
-rw-r--r--servers/audio/effects/audio_effect_phaser.cpp6
-rw-r--r--servers/audio/effects/audio_effect_record.cpp6
-rw-r--r--servers/audio/effects/audio_effect_record.h2
-rw-r--r--servers/audio/effects/audio_effect_spectrum_analyzer.cpp3
-rw-r--r--servers/audio/effects/eq.cpp4
-rw-r--r--servers/audio/effects/reverb.cpp4
-rw-r--r--servers/physics_2d/collision_object_2d_sw.h6
-rw-r--r--servers/physics_2d/physics_server_2d_sw.cpp4
-rw-r--r--servers/physics_2d/physics_server_2d_sw.h4
-rw-r--r--servers/physics_2d/physics_server_2d_wrap_mt.cpp12
-rw-r--r--servers/physics_2d/physics_server_2d_wrap_mt.h6
-rw-r--r--servers/physics_2d/shape_2d_sw.cpp16
-rw-r--r--servers/physics_2d/space_2d_sw.cpp10
-rw-r--r--servers/physics_3d/body_3d_sw.h2
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp6
-rw-r--r--servers/physics_3d/physics_server_3d_sw.cpp2
-rw-r--r--servers/physics_3d/physics_server_3d_sw.h2
-rw-r--r--servers/physics_3d/shape_3d_sw.cpp10
-rw-r--r--servers/physics_3d/space_3d_sw.cpp8
-rw-r--r--servers/physics_server_2d.cpp10
-rw-r--r--servers/physics_server_2d.h48
-rw-r--r--servers/physics_server_3d.cpp12
-rw-r--r--servers/physics_server_3d.h56
-rw-r--r--servers/register_server_types.cpp3
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp4
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp65
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h9
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp6
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.cpp216
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.h10
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp429
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h55
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp68
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h11
-rw-r--r--servers/rendering/renderer_rd/shaders/cube_to_dp.glsl45
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl60
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl112
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl22
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl60
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl107
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl68
-rw-r--r--servers/rendering/renderer_scene.h7
-rw-r--r--servers/rendering/renderer_scene_cull.cpp3
-rw-r--r--servers/rendering/renderer_scene_cull.h7
-rw-r--r--servers/rendering/renderer_scene_render.h6
-rw-r--r--servers/rendering/renderer_storage.h2
-rw-r--r--servers/rendering/renderer_viewport.cpp5
-rw-r--r--servers/rendering/renderer_viewport.h3
-rw-r--r--servers/rendering/rendering_device.cpp37
-rw-r--r--servers/rendering/rendering_device.h41
-rw-r--r--servers/rendering/rendering_server_default.cpp50
-rw-r--r--servers/rendering/rendering_server_default.h18
-rw-r--r--servers/rendering/rendering_server_wrap_mt.cpp10
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h14
-rw-r--r--servers/rendering/shader_language.cpp2
-rw-r--r--servers/rendering_server.cpp33
-rw-r--r--servers/rendering_server.h22
67 files changed, 1351 insertions, 768 deletions
diff --git a/servers/audio/audio_driver_dummy.cpp b/servers/audio/audio_driver_dummy.cpp
index 12cadb9301..faddced155 100644
--- a/servers/audio/audio_driver_dummy.cpp
+++ b/servers/audio/audio_driver_dummy.cpp
@@ -48,7 +48,7 @@ Error AudioDriverDummy::init() {
samples_in = memnew_arr(int32_t, buffer_frames * channels);
- thread = Thread::create(AudioDriverDummy::thread_func, this);
+ thread.start(AudioDriverDummy::thread_func, this);
return OK;
};
@@ -86,31 +86,18 @@ AudioDriver::SpeakerMode AudioDriverDummy::get_speaker_mode() const {
};
void AudioDriverDummy::lock() {
- if (!thread) {
- return;
- }
mutex.lock();
};
void AudioDriverDummy::unlock() {
- if (!thread) {
- return;
- }
mutex.unlock();
};
void AudioDriverDummy::finish() {
- if (!thread) {
- return;
- }
-
exit_thread = true;
- Thread::wait_to_finish(thread);
+ thread.wait_to_finish();
if (samples_in) {
memdelete_arr(samples_in);
};
-
- memdelete(thread);
- thread = nullptr;
};
diff --git a/servers/audio/audio_driver_dummy.h b/servers/audio/audio_driver_dummy.h
index 617ffb2c79..7d84e7ffc8 100644
--- a/servers/audio/audio_driver_dummy.h
+++ b/servers/audio/audio_driver_dummy.h
@@ -37,7 +37,7 @@
#include "core/os/thread.h"
class AudioDriverDummy : public AudioDriver {
- Thread *thread = nullptr;
+ Thread thread;
Mutex mutex;
int32_t *samples_in;
diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp
index 580e061496..bcfa4c4c37 100644
--- a/servers/audio/audio_filter_sw.cpp
+++ b/servers/audio/audio_filter_sw.cpp
@@ -58,7 +58,7 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) {
final_cutoff = 1; //don't allow less than this
}
- double omega = 2.0 * Math_PI * final_cutoff / sampling_rate;
+ double omega = Math_TAU * final_cutoff / sampling_rate;
double sin_v = Math::sin(omega);
double cos_v = Math::cos(omega);
@@ -132,7 +132,7 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) {
double hicutoff = resonance;
double centercutoff = (cutoff + resonance) / 2.0;
double bandwidth = (Math::log(centercutoff) - Math::log(hicutoff)) / Math::log((double)2);
- omega = 2.0 * Math_PI * centercutoff / sampling_rate;
+ omega = Math_TAU * centercutoff / sampling_rate;
alpha = Math::sin(omega) * Math::sinh(Math::log((double)2) / 2 * bandwidth * omega / Math::sin(omega));
a0 = 1 + alpha;
@@ -197,7 +197,7 @@ void AudioFilterSW::set_stages(int p_stages) { //adjust for multiple stages
/* Fouriertransform kernel to obtain response */
float AudioFilterSW::get_response(float p_freq, Coeffs *p_coeffs) {
- float freq = p_freq / sampling_rate * Math_PI * 2.0f;
+ float freq = p_freq / sampling_rate * Math_TAU;
float cx = p_coeffs->b0, cy = 0.0;
diff --git a/servers/audio/effects/audio_effect_capture.cpp b/servers/audio/effects/audio_effect_capture.cpp
new file mode 100644
index 0000000000..f37938eec8
--- /dev/null
+++ b/servers/audio/effects/audio_effect_capture.cpp
@@ -0,0 +1,140 @@
+/*************************************************************************/
+/* audio_effect_capture.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 "audio_effect_capture.h"
+
+bool AudioEffectCapture::can_get_buffer(int p_frames) const {
+ return buffer.data_left() >= p_frames;
+}
+
+PackedVector2Array AudioEffectCapture::get_buffer(int p_frames) {
+ ERR_FAIL_COND_V(!buffer_initialized, PackedVector2Array());
+ ERR_FAIL_INDEX_V(p_frames, buffer.size(), PackedVector2Array());
+ int data_left = buffer.data_left();
+ if (data_left < p_frames || p_frames == 0) {
+ return PackedVector2Array();
+ }
+
+ PackedVector2Array ret;
+ ret.resize(p_frames);
+
+ Vector<AudioFrame> streaming_data;
+ streaming_data.resize(p_frames);
+ buffer.read(streaming_data.ptrw(), p_frames);
+ for (int32_t i = 0; i < p_frames; i++) {
+ ret.write[i] = Vector2(streaming_data[i].l, streaming_data[i].r);
+ }
+ return ret;
+}
+
+void AudioEffectCapture::clear_buffer() {
+ const int32_t data_left = buffer.data_left();
+ buffer.advance_read(data_left);
+}
+
+void AudioEffectCapture::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("can_get_buffer", "frames"), &AudioEffectCapture::can_get_buffer);
+ ClassDB::bind_method(D_METHOD("get_buffer", "frames"), &AudioEffectCapture::get_buffer);
+ ClassDB::bind_method(D_METHOD("clear_buffer"), &AudioEffectCapture::clear_buffer);
+ ClassDB::bind_method(D_METHOD("set_buffer_length", "buffer_length_seconds"), &AudioEffectCapture::set_buffer_length);
+ ClassDB::bind_method(D_METHOD("get_buffer_length"), &AudioEffectCapture::get_buffer_length);
+ ClassDB::bind_method(D_METHOD("get_frames_available"), &AudioEffectCapture::get_frames_available);
+ ClassDB::bind_method(D_METHOD("get_discarded_frames"), &AudioEffectCapture::get_discarded_frames);
+ ClassDB::bind_method(D_METHOD("get_buffer_length_frames"), &AudioEffectCapture::get_buffer_length_frames);
+ ClassDB::bind_method(D_METHOD("get_pushed_frames"), &AudioEffectCapture::get_pushed_frames);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "buffer_length", PROPERTY_HINT_RANGE, "0.01,10,0.01"), "set_buffer_length", "get_buffer_length");
+}
+
+Ref<AudioEffectInstance> AudioEffectCapture::instance() {
+ if (!buffer_initialized) {
+ float target_buffer_size = AudioServer::get_singleton()->get_mix_rate() * buffer_length_seconds;
+ ERR_FAIL_COND_V(target_buffer_size <= 0 || target_buffer_size >= (1 << 27), Ref<AudioEffectInstance>());
+ buffer.resize(nearest_shift((int)target_buffer_size));
+ buffer_initialized = true;
+ }
+
+ clear_buffer();
+
+ Ref<AudioEffectCaptureInstance> ins;
+ ins.instance();
+ ins->base = Ref<AudioEffectCapture>(this);
+
+ return ins;
+}
+
+void AudioEffectCapture::set_buffer_length(float p_buffer_length_seconds) {
+ ERR_FAIL_COND(buffer_initialized);
+
+ buffer_length_seconds = p_buffer_length_seconds;
+}
+
+float AudioEffectCapture::get_buffer_length() {
+ return buffer_length_seconds;
+}
+
+int AudioEffectCapture::get_frames_available() const {
+ ERR_FAIL_COND_V(!buffer_initialized, 0);
+ return buffer.data_left();
+}
+
+int64_t AudioEffectCapture::get_discarded_frames() const {
+ return discarded_frames;
+}
+
+int AudioEffectCapture::get_buffer_length_frames() const {
+ ERR_FAIL_COND_V(!buffer_initialized, 0);
+ return buffer.size();
+}
+
+int64_t AudioEffectCapture::get_pushed_frames() const {
+ return pushed_frames;
+}
+
+void AudioEffectCaptureInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
+ RingBuffer<AudioFrame> &buffer = base->buffer;
+
+ for (int i = 0; i < p_frame_count; i++) {
+ p_dst_frames[i] = p_src_frames[i];
+ }
+
+ if (buffer.space_left() >= p_frame_count) {
+ // Add incoming audio frames to the IO ring buffer
+ int32_t ret = buffer.write(p_src_frames, p_frame_count);
+ ERR_FAIL_COND_MSG(ret != p_frame_count, "Failed to add data to effect capture ring buffer despite sufficient space.");
+ atomic_add(&base->pushed_frames, p_frame_count);
+ } else {
+ atomic_add(&base->discarded_frames, p_frame_count);
+ }
+}
+
+bool AudioEffectCaptureInstance::process_silence() const {
+ return true;
+}
diff --git a/servers/audio/effects/audio_effect_capture.h b/servers/audio/effects/audio_effect_capture.h
new file mode 100644
index 0000000000..b154be85de
--- /dev/null
+++ b/servers/audio/effects/audio_effect_capture.h
@@ -0,0 +1,82 @@
+/*************************************************************************/
+/* audio_effect_capture.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 AUDIO_EFFECT_CAPTURE_H
+#define AUDIO_EFFECT_CAPTURE_H
+
+#include "core/config/engine.h"
+#include "core/math/audio_frame.h"
+#include "core/object/reference.h"
+#include "core/templates/vector.h"
+#include "servers/audio/audio_effect.h"
+#include "servers/audio_server.h"
+
+class AudioEffectCapture;
+
+class AudioEffectCaptureInstance : public AudioEffectInstance {
+ GDCLASS(AudioEffectCaptureInstance, AudioEffectInstance);
+ friend class AudioEffectCapture;
+ Ref<AudioEffectCapture> base;
+
+public:
+ virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
+ virtual bool process_silence() const override;
+};
+
+class AudioEffectCapture : public AudioEffect {
+ GDCLASS(AudioEffectCapture, AudioEffect)
+ friend class AudioEffectCaptureInstance;
+
+ RingBuffer<AudioFrame> buffer;
+ uint64_t discarded_frames = 0;
+ uint64_t pushed_frames = 0;
+ float buffer_length_seconds = 0.1f;
+ bool buffer_initialized = false;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual Ref<AudioEffectInstance> instance() override;
+
+ void set_buffer_length(float p_buffer_length_seconds);
+ float get_buffer_length();
+
+ bool can_get_buffer(int p_frames) const;
+ PackedVector2Array get_buffer(int p_len);
+ void clear_buffer();
+
+ int get_frames_available() const;
+ int64_t get_discarded_frames() const;
+ int get_buffer_length_frames() const;
+ int64_t get_pushed_frames() const;
+};
+
+#endif // AUDIO_EFFECT_CAPTURE_H
diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp
index 1542273a24..76a995eb37 100644
--- a/servers/audio/effects/audio_effect_chorus.cpp
+++ b/servers/audio/effects/audio_effect_chorus.cpp
@@ -84,7 +84,7 @@ void AudioEffectChorusInstance::_process_chunk(const AudioFrame *p_src_frames, A
if (v.cutoff == 0) {
continue;
}
- float auxlp = expf(-2.0 * Math_PI * v.cutoff / mix_rate);
+ float auxlp = expf(-Math_TAU * v.cutoff / mix_rate);
float c1 = 1.0 - auxlp;
float c2 = auxlp;
AudioFrame h = filter_h[vc];
@@ -104,7 +104,7 @@ void AudioEffectChorusInstance::_process_chunk(const AudioFrame *p_src_frames, A
float phase = (float)(local_cycles & AudioEffectChorus::CYCLES_MASK) / (float)(1 << AudioEffectChorus::CYCLES_FRAC);
- float wave_delay = sinf(phase * 2.0 * Math_PI) * max_depth_frames;
+ float wave_delay = sinf(phase * Math_TAU) * max_depth_frames;
int wave_delay_frames = lrint(floor(wave_delay));
float wave_delay_frac = wave_delay - (float)wave_delay_frames;
diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp
index f04ab45ec1..ba50eeb0a3 100644
--- a/servers/audio/effects/audio_effect_delay.cpp
+++ b/servers/audio/effects/audio_effect_delay.cpp
@@ -75,7 +75,7 @@ void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, Au
tap2_vol.r *= CLAMP(1.0 + base->tap_2_pan, 0, 1);
// feedback lowpass here
- float lpf_c = expf(-2.0 * Math_PI * base->feedback_lowpass / mix_rate); // 0 .. 10khz
+ float lpf_c = expf(-Math_TAU * base->feedback_lowpass / mix_rate); // 0 .. 10khz
float lpf_ic = 1.0 - lpf_c;
const AudioFrame *src = p_src_frames;
diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp
index 8f713ace22..b79434e7c2 100644
--- a/servers/audio/effects/audio_effect_distortion.cpp
+++ b/servers/audio/effects/audio_effect_distortion.cpp
@@ -36,8 +36,8 @@ void AudioEffectDistortionInstance::process(const AudioFrame *p_src_frames, Audi
const float *src = (const float *)p_src_frames;
float *dst = (float *)p_dst_frames;
- //float lpf_c=expf(-2.0*Math_PI*keep_hf_hz.get()/(mix_rate*(float)OVERSAMPLE));
- float lpf_c = expf(-2.0 * Math_PI * base->keep_hf_hz / (AudioServer::get_singleton()->get_mix_rate()));
+ //float lpf_c=expf(-Math_TAU*keep_hf_hz.get()/(mix_rate*(float)OVERSAMPLE));
+ float lpf_c = expf(-Math_TAU * base->keep_hf_hz / (AudioServer::get_singleton()->get_mix_rate()));
float lpf_ic = 1.0 - lpf_c;
float drive_f = base->drive;
diff --git a/servers/audio/effects/audio_effect_phaser.cpp b/servers/audio/effects/audio_effect_phaser.cpp
index 5e4e183ccf..9b70f03a19 100644
--- a/servers/audio/effects/audio_effect_phaser.cpp
+++ b/servers/audio/effects/audio_effect_phaser.cpp
@@ -38,13 +38,13 @@ void AudioEffectPhaserInstance::process(const AudioFrame *p_src_frames, AudioFra
float dmin = base->range_min / (sampling_rate / 2.0);
float dmax = base->range_max / (sampling_rate / 2.0);
- float increment = 2.f * Math_PI * (base->rate / sampling_rate);
+ float increment = Math_TAU * (base->rate / sampling_rate);
for (int i = 0; i < p_frame_count; i++) {
phase += increment;
- while (phase >= Math_PI * 2.f) {
- phase -= Math_PI * 2.f;
+ while (phase >= Math_TAU) {
+ phase -= Math_TAU;
}
float d = dmin + (dmax - dmin) * ((sin(phase) + 1.f) / 2.f);
diff --git a/servers/audio/effects/audio_effect_record.cpp b/servers/audio/effects/audio_effect_record.cpp
index e8832c92a3..2015ede81f 100644
--- a/servers/audio/effects/audio_effect_record.cpp
+++ b/servers/audio/effects/audio_effect_record.cpp
@@ -118,7 +118,7 @@ void AudioEffectRecordInstance::init() {
#ifdef NO_THREADS
AudioServer::get_singleton()->add_update_callback(&AudioEffectRecordInstance::_update, this);
#else
- io_thread = Thread::create(_thread_callback, this);
+ io_thread.start(_thread_callback, this);
#endif
}
@@ -126,9 +126,7 @@ void AudioEffectRecordInstance::finish() {
#ifdef NO_THREADS
AudioServer::get_singleton()->remove_update_callback(&AudioEffectRecordInstance::_update, this);
#else
- if (thread_active) {
- Thread::wait_to_finish(io_thread);
- }
+ io_thread.wait_to_finish();
#endif
}
diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h
index 14e646e29d..b97ec43946 100644
--- a/servers/audio/effects/audio_effect_record.h
+++ b/servers/audio/effects/audio_effect_record.h
@@ -48,7 +48,7 @@ class AudioEffectRecordInstance : public AudioEffectInstance {
Ref<AudioEffectRecord> base;
bool is_recording;
- Thread *io_thread;
+ Thread io_thread;
bool thread_active = false;
Vector<AudioFrame> ring_buffer;
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
index 7f73f2e880..3f7ab74a74 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
@@ -110,10 +110,11 @@ void AudioEffectSpectrumAnalyzerInstance::process(const AudioFrame *p_src_frames
while (p_frame_count) {
int to_fill = fft_size * 2 - temporal_fft_pos;
to_fill = MIN(to_fill, p_frame_count);
+ const double to_fill_step = Math_TAU / (double)fft_size;
float *fftw = temporal_fft.ptrw();
for (int i = 0; i < to_fill; i++) { //left and right buffers
- float window = -0.5 * Math::cos(2.0 * Math_PI * (double)temporal_fft_pos / (double)fft_size) + 0.5;
+ float window = -0.5 * Math::cos(to_fill_step * (double)temporal_fft_pos) + 0.5;
fftw[temporal_fft_pos * 2] = window * p_src_frames->l;
fftw[temporal_fft_pos * 2 + 1] = 0;
fftw[(temporal_fft_pos + fft_size * 2) * 2] = window * p_src_frames->r;
diff --git a/servers/audio/effects/eq.cpp b/servers/audio/effects/eq.cpp
index 2181411b9e..e0c3eb6d3a 100644
--- a/servers/audio/effects/eq.cpp
+++ b/servers/audio/effects/eq.cpp
@@ -89,8 +89,8 @@ void EQ::recalculate_band_coefficients() {
double frq_l = round(frq / pow(2.0, octave_size / 2.0));
double side_gain2 = POW2(Math_SQRT12);
- double th = 2.0 * Math_PI * frq / mix_rate;
- double th_l = 2.0 * Math_PI * frq_l / mix_rate;
+ double th = Math_TAU * frq / mix_rate;
+ double th_l = Math_TAU * frq_l / mix_rate;
double c2a = side_gain2 * POW2(cos(th)) - 2.0 * side_gain2 * cos(th_l) * cos(th) + side_gain2 - POW2(sin(th_l));
diff --git a/servers/audio/effects/reverb.cpp b/servers/audio/effects/reverb.cpp
index eb96e21659..7df2f99f67 100644
--- a/servers/audio/effects/reverb.cpp
+++ b/servers/audio/effects/reverb.cpp
@@ -91,7 +91,7 @@ void Reverb::process(float *p_src, float *p_dst, int p_frames) {
}
if (params.hpf > 0) {
- float hpaux = expf(-2.0 * Math_PI * params.hpf * 6000 / params.mix_rate);
+ float hpaux = expf(-Math_TAU * params.hpf * 6000 / params.mix_rate);
float hp_a1 = (1.0 + hpaux) / 2.0;
float hp_a2 = -(1.0 + hpaux) / 2.0;
float hp_b1 = hpaux;
@@ -293,7 +293,7 @@ void Reverb::update_parameters() {
float auxdmp = params.damp / 2.0 + 0.5; //only half the range (0.5 .. 1.0 is enough)
auxdmp *= auxdmp;
- c.damp = expf(-2.0 * Math_PI * auxdmp * 10000 / params.mix_rate); // 0 .. 10khz
+ c.damp = expf(-Math_TAU * auxdmp * 10000 / params.mix_rate); // 0 .. 10khz
}
}
diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/collision_object_2d_sw.h
index 2939b4b99f..2db3961f41 100644
--- a/servers/physics_2d/collision_object_2d_sw.h
+++ b/servers/physics_2d/collision_object_2d_sw.h
@@ -61,7 +61,7 @@ private:
Variant metadata;
bool disabled;
bool one_way_collision;
- float one_way_collision_margin;
+ real_t one_way_collision_margin;
Shape() {
disabled = false;
one_way_collision = false;
@@ -153,7 +153,7 @@ public:
return shapes[p_idx].disabled;
}
- _FORCE_INLINE_ void set_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, float p_margin) {
+ _FORCE_INLINE_ void set_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, real_t p_margin) {
CRASH_BAD_INDEX(p_idx, shapes.size());
shapes.write[p_idx].one_way_collision = p_one_way_collision;
shapes.write[p_idx].one_way_collision_margin = p_margin;
@@ -163,7 +163,7 @@ public:
return shapes[p_idx].one_way_collision;
}
- _FORCE_INLINE_ float get_shape_one_way_collision_margin(int p_idx) const {
+ _FORCE_INLINE_ real_t get_shape_one_way_collision_margin(int p_idx) const {
CRASH_BAD_INDEX(p_idx, shapes.size());
return shapes[p_idx].one_way_collision_margin;
}
diff --git a/servers/physics_2d/physics_server_2d_sw.cpp b/servers/physics_2d/physics_server_2d_sw.cpp
index c4e2489bef..14fcf1520a 100644
--- a/servers/physics_2d/physics_server_2d_sw.cpp
+++ b/servers/physics_2d/physics_server_2d_sw.cpp
@@ -667,7 +667,7 @@ void PhysicsServer2DSW::body_set_shape_disabled(RID p_body, int p_shape_idx, boo
body->set_shape_as_disabled(p_shape_idx, p_disabled);
}
-void PhysicsServer2DSW::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, float p_margin) {
+void PhysicsServer2DSW::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) {
Body2DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
@@ -958,7 +958,7 @@ bool PhysicsServer2DSW::body_test_motion(RID p_body, const Transform2D &p_from,
return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes);
}
-int PhysicsServer2DSW::body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin) {
+int PhysicsServer2DSW::body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin) {
Body2DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
diff --git a/servers/physics_2d/physics_server_2d_sw.h b/servers/physics_2d/physics_server_2d_sw.h
index 3305c0bd3d..62ea30b3f6 100644
--- a/servers/physics_2d/physics_server_2d_sw.h
+++ b/servers/physics_2d/physics_server_2d_sw.h
@@ -191,7 +191,7 @@ public:
virtual void body_clear_shapes(RID p_body) override;
virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) override;
- virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, float p_margin) override;
+ virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) override;
virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) override;
virtual ObjectID body_get_object_instance_id(RID p_body) const override;
@@ -248,7 +248,7 @@ public:
virtual void body_set_pickable(RID p_body, bool p_pickable) override;
virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override;
- virtual int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001) override;
+ virtual int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override;
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.cpp b/servers/physics_2d/physics_server_2d_wrap_mt.cpp
index 15d875b3b7..897724fe6f 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.cpp
+++ b/servers/physics_2d/physics_server_2d_wrap_mt.cpp
@@ -76,7 +76,7 @@ void PhysicsServer2DWrapMT::step(real_t p_step) {
}
void PhysicsServer2DWrapMT::sync() {
- if (thread) {
+ if (create_thread) {
if (first_frame) {
first_frame = false;
} else {
@@ -97,7 +97,7 @@ void PhysicsServer2DWrapMT::end_sync() {
void PhysicsServer2DWrapMT::init() {
if (create_thread) {
//OS::get_singleton()->release_rendering_thread();
- thread = Thread::create(_thread_callback, this);
+ thread.start(_thread_callback, this);
while (!step_thread_up) {
OS::get_singleton()->delay_usec(1000);
}
@@ -107,12 +107,9 @@ void PhysicsServer2DWrapMT::init() {
}
void PhysicsServer2DWrapMT::finish() {
- if (thread) {
+ if (thread.is_started()) {
command_queue.push(this, &PhysicsServer2DWrapMT::thread_exit);
- Thread::wait_to_finish(thread);
- memdelete(thread);
-
- thread = nullptr;
+ thread.wait_to_finish();
} else {
physics_2d_server->finish();
}
@@ -135,7 +132,6 @@ PhysicsServer2DWrapMT::PhysicsServer2DWrapMT(PhysicsServer2D *p_contained, bool
command_queue(p_create_thread) {
physics_2d_server = p_contained;
create_thread = p_create_thread;
- thread = nullptr;
step_pending = 0;
step_thread_up = false;
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.h b/servers/physics_2d/physics_server_2d_wrap_mt.h
index 9207081a51..fbc5b1eaa1 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.h
+++ b/servers/physics_2d/physics_server_2d_wrap_mt.h
@@ -53,7 +53,7 @@ class PhysicsServer2DWrapMT : public PhysicsServer2D {
Thread::ID server_thread;
Thread::ID main_thread;
volatile bool exit;
- Thread *thread;
+ Thread thread;
volatile bool step_thread_up;
bool create_thread;
@@ -189,7 +189,7 @@ public:
FUNC2RC(RID, body_get_shape, RID, int);
FUNC3(body_set_shape_disabled, RID, int, bool);
- FUNC4(body_set_shape_as_one_way_collision, RID, int, bool, float);
+ FUNC4(body_set_shape_as_one_way_collision, RID, int, bool, real_t);
FUNC2(body_remove_shape, RID, int);
FUNC1(body_clear_shapes, RID);
@@ -255,7 +255,7 @@ public:
return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes);
}
- int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001) {
+ int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_2d_server->body_test_ray_separation(p_body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
}
diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp
index 24c73314d8..6e7e802a8b 100644
--- a/servers/physics_2d/shape_2d_sw.cpp
+++ b/servers/physics_2d/shape_2d_sw.cpp
@@ -339,10 +339,10 @@ void RectangleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_suppor
}
bool RectangleShape2DSW::contains_point(const Vector2 &p_point) const {
- float x = p_point.x;
- float y = p_point.y;
- float edge_x = half_extents.x;
- float edge_y = half_extents.y;
+ real_t x = p_point.x;
+ real_t y = p_point.y;
+ real_t edge_x = half_extents.x;
+ real_t edge_y = half_extents.y;
return (x >= -edge_x) && (x < edge_x) && (y >= -edge_y) && (y < edge_y);
}
@@ -590,7 +590,11 @@ real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2
}
void ConvexPolygonShape2DSW::set_data(const Variant &p_data) {
+#ifdef REAL_T_IS_DOUBLE
+ ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY);
+#else
ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT32_ARRAY);
+#endif
if (points) {
memdelete_arr(points);
@@ -829,7 +833,11 @@ int ConcavePolygonShape2DSW::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) {
}
void ConcavePolygonShape2DSW::set_data(const Variant &p_data) {
+#ifdef REAL_T_IS_DOUBLE
+ ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY);
+#else
ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT32_ARRAY);
+#endif
Rect2 aabb;
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index 068bc7fc0a..05136e2501 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -644,7 +644,7 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
recover_motion += (b - a) / cbk.amount;
- float depth = a.distance_to(b);
+ real_t depth = a.distance_to(b);
if (depth > result.collision_depth) {
result.collision_depth = depth;
result.collision_point = b;
@@ -739,7 +739,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
int excluded_shape_pair_count = 0;
- float separation_margin = MIN(p_margin, MAX(0.0, p_motion.length() - CMP_EPSILON)); //don't separate by more than the intended motion
+ real_t separation_margin = MIN(p_margin, MAX(0.0, p_motion.length() - CMP_EPSILON)); //don't separate by more than the intended motion
Transform2D body_transform = p_from;
@@ -793,7 +793,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
- float owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
+ real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
cbk.valid_depth = MAX(owc_margin, p_margin); //user specified, but never less than actual margin or it won't work
cbk.invalid_by_dir = 0;
@@ -804,7 +804,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
Vector2 lv = b->get_linear_velocity();
//compute displacement from linear velocity
Vector2 motion = lv * PhysicsDirectBodyState2DSW::singleton->step;
- float motion_len = motion.length();
+ real_t motion_len = motion.length();
motion.normalize();
cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0);
}
@@ -1328,7 +1328,7 @@ Space2DSW::Space2DSW() {
constraint_bias = 0.2;
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
- body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
+ body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg2rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h
index 41578778f6..8e21003a5f 100644
--- a/servers/physics_3d/body_3d_sw.h
+++ b/servers/physics_3d/body_3d_sw.h
@@ -426,7 +426,7 @@ public:
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].local_normal;
}
- virtual float get_contact_impulse(int p_contact_idx) const override {
+ virtual real_t get_contact_impulse(int p_contact_idx) const override {
return 0.0f; // Only implemented for bullet
}
virtual int get_contact_local_shape(int p_contact_idx) const override {
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
index 7b10257157..9c4493f4a2 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
@@ -92,9 +92,9 @@ ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Trans
m_rbAFrame = rbAFrame;
m_rbBFrame = rbBFrame;
- m_swingSpan1 = Math_PI / 4.0;
- m_swingSpan2 = Math_PI / 4.0;
- m_twistSpan = Math_PI * 2;
+ m_swingSpan1 = Math_TAU / 8.0;
+ m_swingSpan2 = Math_TAU / 8.0;
+ m_twistSpan = Math_TAU;
m_biasFactor = 0.3f;
m_relaxationFactor = 1.0f;
diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp
index 274de8411c..b554a23bf2 100644
--- a/servers/physics_3d/physics_server_3d_sw.cpp
+++ b/servers/physics_3d/physics_server_3d_sw.cpp
@@ -874,7 +874,7 @@ bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform &p_from, co
return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, body->get_kinematic_margin(), r_result, p_exclude_raycast_shapes);
}
-int PhysicsServer3DSW::body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin) {
+int PhysicsServer3DSW::body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/physics_server_3d_sw.h
index 9b6b113677..c48db81d97 100644
--- a/servers/physics_3d/physics_server_3d_sw.h
+++ b/servers/physics_3d/physics_server_3d_sw.h
@@ -235,7 +235,7 @@ public:
virtual bool body_is_ray_pickable(RID p_body) const override;
virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override;
- virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001) override;
+ virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override;
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index f2adcc1072..9c37060bea 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -261,7 +261,7 @@ bool SphereShape3DSW::intersect_point(const Vector3 &p_point) const {
Vector3 SphereShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 p = p_point;
- float l = p.length();
+ real_t l = p.length();
if (l < radius) {
return p_point;
}
@@ -429,7 +429,7 @@ Vector3 BoxShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
}
//check segments
- float min_distance = 1e20;
+ real_t min_distance = 1e20;
Vector3 closest_vertex = half_extents * p_point.sign();
Vector3 s[2] = {
closest_vertex,
@@ -442,7 +442,7 @@ Vector3 BoxShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 closest_edge = Geometry3D::get_closest_point_to_segment(p_point, s);
- float d = p_point.distance_to(closest_edge);
+ real_t d = p_point.distance_to(closest_edge);
if (d < min_distance) {
min_point = closest_edge;
min_distance = d;
@@ -839,7 +839,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con
return p_point;
}
- float min_distance = 1e20;
+ real_t min_distance = 1e20;
Vector3 min_point;
//check edges
@@ -852,7 +852,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con
};
Vector3 closest = Geometry3D::get_closest_point_to_segment(p_point, s);
- float d = closest.distance_to(p_point);
+ real_t d = closest.distance_to(p_point);
if (d < min_distance) {
min_distance = d;
min_point = closest;
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index 6cc7ad2676..43cc032120 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -476,7 +476,7 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob
ERR_FAIL_COND_V(obj->get_space() != space, Vector3());
- float min_distance = 1e20;
+ real_t min_distance = 1e20;
Vector3 min_point;
bool shapes_found = false;
@@ -492,7 +492,7 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob
Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
point = shape_xform.xform(point);
- float dist = point.distance_to(p_point);
+ real_t dist = point.distance_to(p_point);
if (dist < min_distance) {
min_distance = dist;
min_point = point;
@@ -651,7 +651,7 @@ int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_tra
recover_motion += (b - a) / cbk.amount;
- float depth = a.distance_to(b);
+ real_t depth = a.distance_to(b);
if (depth > result.collision_depth) {
result.collision_depth = depth;
result.collision_point = b;
@@ -1211,7 +1211,7 @@ Space3DSW::Space3DSW() {
constraint_bias = 0.01;
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
- body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
+ body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
body_angular_velocity_damp_ratio = 10;
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index a6f64f5848..7c36229e9f 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -42,7 +42,7 @@ void PhysicsDirectBodyState2D::integrate_forces() {
real_t av = get_angular_velocity();
- float damp = 1.0 - step * get_total_linear_damp();
+ real_t damp = 1.0 - step * get_total_linear_damp();
if (damp < 0) { // reached zero in the given time
damp = 0;
@@ -168,11 +168,11 @@ Vector2 PhysicsShapeQueryParameters2D::get_motion() const {
return motion;
}
-void PhysicsShapeQueryParameters2D::set_margin(float p_margin) {
+void PhysicsShapeQueryParameters2D::set_margin(real_t p_margin) {
margin = p_margin;
}
-float PhysicsShapeQueryParameters2D::get_margin() const {
+real_t PhysicsShapeQueryParameters2D::get_margin() const {
return margin;
}
@@ -311,7 +311,7 @@ Array PhysicsDirectSpaceState2D::_intersect_shape(const Ref<PhysicsShapeQueryPar
Array PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
- float closest_safe, closest_unsafe;
+ real_t closest_safe, closest_unsafe;
bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
if (!res) {
return Array();
@@ -517,7 +517,7 @@ PhysicsTestMotionResult2D::PhysicsTestMotionResult2D() {
///////////////////////////////////////
-bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {
+bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {
MotionResult *r = nullptr;
if (p_result.is_valid()) {
r = p_result->get_result_ptr();
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index dd38855199..710eecfdec 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -45,10 +45,10 @@ protected:
public:
virtual Vector2 get_total_gravity() const = 0; // get gravity vector working on this body space/area
- virtual float get_total_linear_damp() const = 0; // get density of this body space/area
- virtual float get_total_angular_damp() const = 0; // get density of this body space/area
+ virtual real_t get_total_linear_damp() const = 0; // get density of this body space/area
+ virtual real_t get_total_angular_damp() const = 0; // get density of this body space/area
- virtual float get_inverse_mass() const = 0; // get the mass
+ virtual real_t get_inverse_mass() const = 0; // get the mass
virtual real_t get_inverse_inertia() const = 0; // get density of this body space
virtual void set_linear_velocity(const Vector2 &p_velocity) = 0;
@@ -103,7 +103,7 @@ class PhysicsShapeQueryParameters2D : public Reference {
RID shape;
Transform2D transform;
Vector2 motion;
- float margin;
+ real_t margin;
Set<RID> exclude;
uint32_t collision_mask;
@@ -125,8 +125,8 @@ public:
void set_motion(const Vector2 &p_motion);
Vector2 get_motion() const;
- void set_margin(float p_margin);
- float get_margin() const;
+ void set_margin(real_t p_margin);
+ real_t get_margin() const;
void set_collision_mask(int p_collision_mask);
int get_collision_mask() const;
@@ -182,11 +182,11 @@ public:
virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
- virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
- virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
- virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, float p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeRestInfo {
Vector2 point;
@@ -198,7 +198,7 @@ public:
Variant metadata;
};
- virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
PhysicsDirectSpaceState2D();
};
@@ -230,7 +230,7 @@ class PhysicsServer2D : public Object {
static PhysicsServer2D *singleton;
- virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
+ virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
protected:
static void _bind_methods();
@@ -393,7 +393,7 @@ public:
virtual Variant body_get_shape_metadata(RID p_body, int p_shape_idx) const = 0;
virtual void body_set_shape_disabled(RID p_body, int p_shape, bool p_disabled) = 0;
- virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape, bool p_enabled, float p_margin = 0) = 0;
+ virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape, bool p_enabled, real_t p_margin = 0) = 0;
virtual void body_remove_shape(RID p_body, int p_shape_idx) = 0;
virtual void body_clear_shapes(RID p_body) = 0;
@@ -431,8 +431,8 @@ public:
BODY_PARAM_MAX,
};
- virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value) = 0;
- virtual float body_get_param(RID p_body, BodyParameter p_param) const = 0;
+ virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value) = 0;
+ virtual real_t body_get_param(RID p_body, BodyParameter p_param) const = 0;
//state
enum BodyState {
@@ -450,15 +450,15 @@ public:
virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) = 0;
virtual Vector2 body_get_applied_force(RID p_body) const = 0;
- virtual void body_set_applied_torque(RID p_body, float p_torque) = 0;
- virtual float body_get_applied_torque(RID p_body) const = 0;
+ virtual void body_set_applied_torque(RID p_body, real_t p_torque) = 0;
+ virtual real_t body_get_applied_torque(RID p_body) const = 0;
virtual void body_add_central_force(RID p_body, const Vector2 &p_force) = 0;
virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
- virtual void body_add_torque(RID p_body, float p_torque) = 0;
+ virtual void body_add_torque(RID p_body, real_t p_torque) = 0;
virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) = 0;
- virtual void body_apply_torque_impulse(RID p_body, float p_torque) = 0;
+ virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) = 0;
virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0;
virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0;
@@ -471,8 +471,8 @@ public:
virtual int body_get_max_contacts_reported(RID p_body) const = 0;
//missing remove
- virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold) = 0;
- virtual float body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
+ virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) = 0;
+ virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
virtual bool body_is_omitting_force_integration(RID p_body) const = 0;
@@ -506,10 +506,10 @@ public:
}
};
- virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
+ virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
struct SeparationResult {
- float collision_depth;
+ real_t collision_depth;
Vector2 collision_point;
Vector2 collision_normal;
Vector2 collider_velocity;
@@ -520,7 +520,7 @@ public:
Variant collider_metadata;
};
- virtual int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001) = 0;
+ virtual int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) = 0;
/* JOINT API */
@@ -576,7 +576,7 @@ public:
virtual void set_active(bool p_active) = 0;
virtual void init() = 0;
- virtual void step(float p_step) = 0;
+ virtual void step(real_t p_step) = 0;
virtual void sync() = 0;
virtual void flush_queries() = 0;
virtual void end_sync() = 0;
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 27ebe32e50..a4dc80b0a6 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -42,13 +42,13 @@ void PhysicsDirectBodyState3D::integrate_forces() {
Vector3 av = get_angular_velocity();
- float linear_damp = 1.0 - step * get_total_linear_damp();
+ real_t linear_damp = 1.0 - step * get_total_linear_damp();
if (linear_damp < 0) { // reached zero in the given time
linear_damp = 0;
}
- float angular_damp = 1.0 - step * get_total_angular_damp();
+ real_t angular_damp = 1.0 - step * get_total_angular_damp();
if (angular_damp < 0) { // reached zero in the given time
angular_damp = 0;
@@ -128,7 +128,7 @@ void PhysicsDirectBodyState3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
}
PhysicsDirectBodyState3D::PhysicsDirectBodyState3D() {}
@@ -164,11 +164,11 @@ Transform PhysicsShapeQueryParameters3D::get_transform() const {
return transform;
}
-void PhysicsShapeQueryParameters3D::set_margin(float p_margin) {
+void PhysicsShapeQueryParameters3D::set_margin(real_t p_margin) {
margin = p_margin;
}
-float PhysicsShapeQueryParameters3D::get_margin() const {
+real_t PhysicsShapeQueryParameters3D::get_margin() const {
return margin;
}
@@ -303,7 +303,7 @@ Array PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryPar
Array PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
- float closest_safe = 1.0f, closest_unsafe = 1.0f;
+ real_t closest_safe = 1.0f, closest_unsafe = 1.0f;
bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
if (!res) {
return Array();
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 303825f37c..1349e0e033 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -44,12 +44,12 @@ protected:
public:
virtual Vector3 get_total_gravity() const = 0;
- virtual float get_total_angular_damp() const = 0;
- virtual float get_total_linear_damp() const = 0;
+ virtual real_t get_total_angular_damp() const = 0;
+ virtual real_t get_total_linear_damp() const = 0;
virtual Vector3 get_center_of_mass() const = 0;
virtual Basis get_principal_inertia_axes() const = 0;
- virtual float get_inverse_mass() const = 0; // get the mass
+ virtual real_t get_inverse_mass() const = 0; // get the mass
virtual Vector3 get_inverse_inertia() const = 0; // get density of this body space
virtual Basis get_inverse_inertia_tensor() const = 0; // get density of this body space
@@ -76,7 +76,7 @@ public:
virtual Vector3 get_contact_local_position(int p_contact_idx) const = 0;
virtual Vector3 get_contact_local_normal(int p_contact_idx) const = 0;
- virtual float get_contact_impulse(int p_contact_idx) const = 0;
+ virtual real_t get_contact_impulse(int p_contact_idx) const = 0;
virtual int get_contact_local_shape(int p_contact_idx) const = 0;
virtual RID get_contact_collider(int p_contact_idx) const = 0;
@@ -103,7 +103,7 @@ class PhysicsShapeQueryParameters3D : public Reference {
RES shape_ref;
RID shape;
Transform transform;
- float margin;
+ real_t margin;
Set<RID> exclude;
uint32_t collision_mask;
@@ -122,8 +122,8 @@ public:
void set_transform(const Transform &p_transform);
Transform get_transform() const;
- void set_margin(float p_margin);
- float get_margin() const;
+ void set_margin(real_t p_margin);
+ real_t get_margin() const;
void set_collision_mask(int p_collision_mask);
int get_collision_mask() const;
@@ -174,7 +174,7 @@ public:
virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) = 0;
- virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeRestInfo {
Vector3 point;
@@ -185,11 +185,11 @@ public:
Vector3 linear_velocity; //velocity at contact point
};
- virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) = 0;
+ virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) = 0;
- virtual bool collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool collide_shape(RID p_shape, const Transform &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
- virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const = 0;
@@ -404,8 +404,8 @@ public:
BODY_PARAM_MAX,
};
- virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value) = 0;
- virtual float body_get_param(RID p_body, BodyParameter p_param) const = 0;
+ virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value) = 0;
+ virtual real_t body_get_param(RID p_body, BodyParameter p_param) const = 0;
virtual void body_set_kinematic_safe_margin(RID p_body, real_t p_margin) = 0;
virtual real_t body_get_kinematic_safe_margin(RID p_body) const = 0;
@@ -459,8 +459,8 @@ public:
virtual int body_get_max_contacts_reported(RID p_body) const = 0;
//missing remove
- virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold) = 0;
- virtual float body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
+ virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) = 0;
+ virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
virtual bool body_is_omitting_force_integration(RID p_body) const = 0;
@@ -495,7 +495,7 @@ public:
virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
struct SeparationResult {
- float collision_depth;
+ real_t collision_depth;
Vector3 collision_point;
Vector3 collision_normal;
Vector3 collider_velocity;
@@ -506,7 +506,7 @@ public:
Variant collider_metadata;
};
- virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001) = 0;
+ virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) = 0;
/* SOFT BODY */
@@ -601,8 +601,8 @@ public:
PIN_JOINT_IMPULSE_CLAMP
};
- virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, float p_value) = 0;
- virtual float pin_joint_get_param(RID p_joint, PinJointParam p_param) const = 0;
+ virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) = 0;
+ virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const = 0;
virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) = 0;
virtual Vector3 pin_joint_get_local_a(RID p_joint) const = 0;
@@ -631,8 +631,8 @@ public:
virtual RID joint_create_hinge(RID p_body_A, const Transform &p_hinge_A, RID p_body_B, const Transform &p_hinge_B) = 0;
virtual RID joint_create_hinge_simple(RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) = 0;
- virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, float p_value) = 0;
- virtual float hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const = 0;
+ virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) = 0;
+ virtual real_t hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const = 0;
virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) = 0;
virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const = 0;
@@ -667,8 +667,8 @@ public:
virtual RID joint_create_slider(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) = 0; //reference frame is A
- virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, float p_value) = 0;
- virtual float slider_joint_get_param(RID p_joint, SliderJointParam p_param) const = 0;
+ virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) = 0;
+ virtual real_t slider_joint_get_param(RID p_joint, SliderJointParam p_param) const = 0;
enum ConeTwistJointParam {
CONE_TWIST_JOINT_SWING_SPAN,
@@ -681,8 +681,8 @@ public:
virtual RID joint_create_cone_twist(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) = 0; //reference frame is A
- virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, float p_value) = 0;
- virtual float cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const = 0;
+ virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) = 0;
+ virtual real_t cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const = 0;
enum G6DOFJointAxisParam {
G6DOF_JOINT_LINEAR_LOWER_LIMIT,
@@ -722,8 +722,8 @@ public:
virtual RID joint_create_generic_6dof(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) = 0; //reference frame is A
- virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param, float p_value) = 0;
- virtual float generic_6dof_joint_get_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param) = 0;
+ virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param, real_t p_value) = 0;
+ virtual real_t generic_6dof_joint_get_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param) = 0;
virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag, bool p_enable) = 0;
virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag) = 0;
@@ -741,7 +741,7 @@ public:
virtual void set_active(bool p_active) = 0;
virtual void init() = 0;
- virtual void step(float p_step) = 0;
+ virtual void step(real_t p_step) = 0;
virtual void flush_queries() = 0;
virtual void finish() = 0;
diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp
index 58bcdf5802..50efd7c554 100644
--- a/servers/register_server_types.cpp
+++ b/servers/register_server_types.cpp
@@ -36,6 +36,7 @@
#include "audio/audio_effect.h"
#include "audio/audio_stream.h"
#include "audio/effects/audio_effect_amplify.h"
+#include "audio/effects/audio_effect_capture.h"
#include "audio/effects/audio_effect_chorus.h"
#include "audio/effects/audio_effect_compressor.h"
#include "audio/effects/audio_effect_delay.h"
@@ -166,6 +167,8 @@ void register_server_types() {
ClassDB::register_class<AudioEffectRecord>();
ClassDB::register_class<AudioEffectSpectrumAnalyzer>();
ClassDB::register_virtual_class<AudioEffectSpectrumAnalyzerInstance>();
+
+ ClassDB::register_class<AudioEffectCapture>();
}
ClassDB::register_virtual_class<RenderingDevice>();
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index 2d2847e6ca..e1ce52661c 100644
--- a/servers/rendering/renderer_canvas_cull.cpp
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -721,8 +721,10 @@ void RendererCanvasCull::canvas_item_add_circle(RID p_item, const Point2 &p_pos,
static const int circle_points = 64;
points.resize(circle_points);
+ const real_t circle_point_step = Math_TAU / circle_points;
+
for (int i = 0; i < circle_points; i++) {
- float angle = (i / float(circle_points)) * 2 * Math_PI;
+ float angle = i * circle_point_step;
points.write[i].x = Math::cos(angle) * p_radius;
points.write[i].y = Math::sin(angle) * p_radius;
points.write[i] += p_pos;
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
index 8d9cff0f43..c35e5e1730 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
@@ -401,11 +401,11 @@ void ClusterBuilderRD::bake_cluster() {
RENDER_TIMESTAMP(">Bake Cluster");
//clear cluster buffer
- RD::get_singleton()->buffer_clear(cluster_buffer, 0, cluster_buffer_size, true);
+ RD::get_singleton()->buffer_clear(cluster_buffer, 0, cluster_buffer_size);
if (render_element_count > 0) {
//clear render buffer
- RD::get_singleton()->buffer_clear(cluster_render_buffer, 0, cluster_render_buffer_size, true);
+ RD::get_singleton()->buffer_clear(cluster_render_buffer, 0, cluster_render_buffer_size);
{ //fill state uniform
@@ -420,12 +420,12 @@ void ClusterBuilderRD::bake_cluster() {
state.cluster_depth_offset = (render_element_max / 32);
state.cluster_data_size = state.cluster_depth_offset + render_element_max;
- RD::get_singleton()->buffer_update(state_uniform, 0, sizeof(StateUniform), &state, true);
+ RD::get_singleton()->buffer_update(state_uniform, 0, sizeof(StateUniform), &state);
}
//update instances
- RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, true);
+ RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements);
RENDER_TIMESTAMP("Render Elements");
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 6e1d61ff94..f1bab19445 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -702,27 +702,24 @@ void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const S
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip) {
+void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip) {
CopyToDPPushConstant push_constant;
- push_constant.screen_size[0] = p_rect.size.x;
- push_constant.screen_size[1] = p_rect.size.y;
- push_constant.dest_offset[0] = p_rect.position.x;
- push_constant.dest_offset[1] = p_rect.position.y;
- push_constant.bias = p_bias;
+ push_constant.screen_rect[0] = p_rect.position.x;
+ push_constant.screen_rect[1] = p_rect.position.y;
+ push_constant.screen_rect[2] = p_rect.size.width;
+ push_constant.screen_rect[3] = p_rect.size.height;
push_constant.z_far = p_z_far;
push_constant.z_near = p_z_near;
push_constant.z_flip = p_dp_flip;
- int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cube_to_dp.pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(CopyToDPPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_end();
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
}
void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
@@ -1008,10 +1005,11 @@ void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID>
void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
+ RD::get_singleton()->draw_command_begin_label("SSAO");
/* FIRST PASS */
// Downsample and deinterleave the depth buffer.
{
+ RD::get_singleton()->draw_command_begin_label("Downsample Depth");
if (p_invalidate_uniform_sets) {
Vector<RD::Uniform> uniforms;
{
@@ -1079,11 +1077,13 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label(); // Downsample SSAO
}
/* SECOND PASS */
// Sample SSAO
{
+ RD::get_singleton()->draw_command_begin_label("Gather Samples");
ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
@@ -1184,6 +1184,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
}
if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) {
+ RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
ssao.importance_map_push_constant.intensity = p_settings.intensity;
@@ -1218,17 +1219,20 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
+ RD::get_singleton()->draw_command_end_label(); // Importance Map
} else {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
}
gather_ssao(compute_list, p_ao_slices, p_settings, false);
+ RD::get_singleton()->draw_command_end_label(); // Gather SSAO
}
// /* THIRD PASS */
// // Blur
//
{
+ RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
@@ -1278,12 +1282,14 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
}
+ RD::get_singleton()->draw_command_end_label(); // Blur
}
/* FOURTH PASS */
// Interleave buffers
// back to full size
{
+ RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
@@ -1312,12 +1318,13 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label(); // Interleave
}
-
+ RD::get_singleton()->draw_command_end_label(); //SSAO
RD::get_singleton()->compute_list_end();
int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, false);
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
}
void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
@@ -1678,8 +1685,12 @@ EffectsRD::EffectsRD() {
cube_to_dp.shader.initialize(copy_modes);
cube_to_dp.shader_version = cube_to_dp.shader.version_create();
-
- cube_to_dp.pipeline = RD::get_singleton()->compute_pipeline_create(cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0));
+ RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0);
+ RD::PipelineDepthStencilState dss;
+ dss.enable_depth_test = true;
+ dss.depth_compare_operator = RD::COMPARE_OP_ALWAYS;
+ dss.enable_depth_write = true;
+ cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0);
}
{
@@ -1776,7 +1787,7 @@ EffectsRD::EffectsRD() {
}
}
- RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants, false);
+ RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants);
}
{
Vector<String> ssao_modes;
@@ -1795,7 +1806,8 @@ EffectsRD::EffectsRD() {
}
ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, false);
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
+ RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
Vector<RD::Uniform> uniforms;
{
@@ -1806,6 +1818,7 @@ EffectsRD::EffectsRD() {
uniforms.push_back(u);
}
ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
+ RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
}
{
Vector<String> ssao_modes;
@@ -1834,7 +1847,7 @@ EffectsRD::EffectsRD() {
ssao.interleave_shader_version = ssao.interleave_shader.version_create();
for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
-
+ RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
pipeline++;
}
}
@@ -1883,10 +1896,10 @@ EffectsRD::EffectsRD() {
if (filter.use_high_quality) {
filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs));
- RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0], false);
+ RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0]);
} else {
filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs));
- RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0], false);
+ RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0]);
}
Vector<RD::Uniform> uniforms;
@@ -2039,12 +2052,14 @@ EffectsRD::EffectsRD() {
sampler.max_lod = 0;
default_sampler = RD::get_singleton()->sampler_create(sampler);
+ RD::get_singleton()->set_resource_name(default_sampler, "Default Linear Sampler");
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.mip_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.max_lod = 1e20;
default_mipmap_sampler = RD::get_singleton()->sampler_create(sampler);
+ RD::get_singleton()->set_resource_name(default_mipmap_sampler, "Default MipMap Sampler");
{ //create index array for copy shaders
Vector<uint8_t> pv;
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index e2cdd0c3d8..00309b4d0f 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -234,18 +234,17 @@ class EffectsRD {
} luminance_reduce;
struct CopyToDPPushConstant {
- int32_t screen_size[2];
- int32_t dest_offset[2];
- float bias;
float z_far;
float z_near;
uint32_t z_flip;
+ uint32_t pad;
+ float screen_rect[4];
};
struct CoptToDP {
CubeToDpShaderRD shader;
RID shader_version;
- RID pipeline;
+ PipelineCacheRD pipeline;
} cube_to_dp;
struct BokehPushConstant {
@@ -687,7 +686,7 @@ public:
void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
- void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
+ void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 792fcb0b59..2a1a4efe48 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1367,7 +1367,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
}
if (light_count > 0) {
- RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0], true);
+ RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
}
{
@@ -1421,7 +1421,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
- RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer, true);
+ RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
}
{ //default filter/repeat
@@ -1622,7 +1622,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
}
- Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
+ Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
index f3b09399f9..a20a5073c3 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
@@ -583,19 +583,6 @@ void RendererSceneRenderForward::RenderBufferDataForward::ensure_specular() {
}
}
-void RendererSceneRenderForward::RenderBufferDataForward::ensure_gi() {
- if (!reflection_buffer.is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = width;
- tf.height = height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-}
-
void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() {
if (!giprobe_buffer.is_valid()) {
RD::TextureFormat tf;
@@ -633,16 +620,6 @@ void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() {
}
void RendererSceneRenderForward::RenderBufferDataForward::clear() {
- if (ambient_buffer != RID() && ambient_buffer != color) {
- RD::get_singleton()->free(ambient_buffer);
- ambient_buffer = RID();
- }
-
- if (reflection_buffer != RID() && reflection_buffer != specular) {
- RD::get_singleton()->free(reflection_buffer);
- reflection_buffer = RID();
- }
-
if (giprobe_buffer != RID()) {
RD::get_singleton()->free(giprobe_buffer);
giprobe_buffer = RID();
@@ -842,7 +819,7 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
ShaderData *shader;
void *mesh_surface;
- if (shadow_pass) {
+ if (shadow_pass || p_params->pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too
material_uniform_set = surf->material_uniform_set_shadow;
shader = surf->shader_shadow;
mesh_surface = surf->surface_shadow;
@@ -1310,7 +1287,7 @@ void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_ren
scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
- RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
+ RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo);
}
void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi) {
@@ -1403,6 +1380,7 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInst
}
inst->push_constant.gi_offset = probe0_index | (probe1_index << 16);
+ flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
uses_gi = true;
} else {
if (p_using_sdfgi && inst->can_sdfgi) {
@@ -1466,7 +1444,7 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInst
}
if (lightmap_captures_used) {
- RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
+ RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures);
}
}
@@ -1495,7 +1473,7 @@ void RendererSceneRenderForward::_setup_lightmaps(const PagedArray<RID> &p_light
scene_state.lightmaps_used++;
}
if (scene_state.lightmaps_used > 0) {
- RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, true);
+ RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps);
}
}
@@ -1553,7 +1531,6 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
if (!low_end && p_gi_probes.size() > 0) {
using_giprobe = true;
- render_buffer->ensure_gi();
}
if (!p_environment.is_valid() && using_giprobe) {
@@ -1563,7 +1540,6 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
if (environment_is_sdfgi_enabled(p_environment)) {
depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also giprobe
using_sdfgi = true;
- render_buffer->ensure_gi();
} else {
depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
@@ -1682,6 +1658,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
// setup sky if used for ambient, reflections, or background
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
+ RD::get_singleton()->draw_command_begin_label("Setup Sky");
CameraMatrix projection = p_cam_projection;
if (p_reflection_probe.is_valid()) {
CameraMatrix correction;
@@ -1699,6 +1676,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
// do not try to draw sky if invalid
draw_sky = false;
}
+ RD::get_singleton()->draw_command_end_label();
}
} else {
clear_color = p_default_bg_color;
@@ -1719,15 +1697,17 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ RD::get_singleton()->draw_command_begin_label("Render Depth Pre-Pass");
_render_list_with_threads(&render_list_params, depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
-
+ RD::get_singleton()->draw_command_end_label();
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
+ RD::get_singleton()->draw_command_insert_label("Resolve Depth Pre-Pass");
if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_giprobe ? render_buffer->giprobe_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_giprobe ? render_buffer->giprobe_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
} else if (finish_depth) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
}
}
@@ -1739,14 +1719,14 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
}
if (using_sdfgi || using_giprobe) {
- _process_gi(p_render_buffer, render_buffer->normal_roughness_buffer, render_buffer->ambient_buffer, render_buffer->reflection_buffer, render_buffer->giprobe_buffer, p_environment, p_cam_projection, p_cam_transform, p_gi_probes);
+ _process_gi(p_render_buffer, render_buffer->normal_roughness_buffer, render_buffer->giprobe_buffer, p_environment, p_cam_projection, p_cam_transform, p_gi_probes);
}
_setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
RENDER_TIMESTAMP("Render Opaque Pass");
- RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps);
+ RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps, true);
bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
@@ -1768,9 +1748,9 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
-
+ RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
_render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
-
+ RD::get_singleton()->draw_command_end_label();
if (will_continue_color && using_separate_specular) {
// close the specular framebuffer, as it's no longer used
RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
@@ -1787,9 +1767,11 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
dc.set_depth_correction(true);
CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_command_begin_label("Debug GIProbes");
for (int i = 0; i < (int)p_gi_probes.size(); i++) {
_debug_giprobe(p_gi_probes[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
}
+ RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->draw_list_end();
}
@@ -1802,7 +1784,9 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
dc.set_depth_correction(true);
CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_command_begin_label("Debug SDFGI");
_debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm);
+ RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->draw_list_end();
}
@@ -1815,30 +1799,35 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
correction.set_depth_correction(true);
projection = correction * p_cam_projection;
}
-
+ RD::get_singleton()->draw_command_begin_label("Draw Sky");
_draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform);
+ RD::get_singleton()->draw_command_end_label();
}
if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
if (using_separate_specular) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular, true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
}
}
if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
}
if (using_separate_specular) {
if (using_sss) {
RENDER_TIMESTAMP("Sub Surface Scattering");
+ RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering");
_process_sss(p_render_buffer, p_cam_projection);
+ RD::get_singleton()->draw_command_end_label();
}
if (using_ssr) {
RENDER_TIMESTAMP("Screen Space Reflection");
+ RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections");
_process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
+ RD::get_singleton()->draw_command_end_label();
} else {
//just mix specular back
RENDER_TIMESTAMP("Merge Specular");
@@ -1853,16 +1842,18 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
render_list.sort_by_reverse_depth_and_priority(true);
{
+ RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
RenderListParameters render_list_params(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_command_end_label();
}
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
}
}
-void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
+void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
RENDER_TIMESTAMP("Setup Rendering Shadow");
_update_render_base_uniform_set();
@@ -1871,7 +1862,7 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedAr
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
- _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
+ _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), !p_flip_y, Color(), 0, p_zfar, false, p_use_pancake);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
p_screen_lod_threshold = 0.0;
@@ -1889,8 +1880,14 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedAr
{
//regular forward for now
- RenderListParameters render_list_params(render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set, false, Vector2(), p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
- _render_list_with_threads(&render_list_params, p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
+ bool flip_cull = p_use_dp_flip;
+ if (p_flip_y) {
+ flip_cull = !flip_cull;
+ }
+ RD::get_singleton()->draw_command_begin_label("Render Shadow");
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, flip_cull, pass_mode, true, rp_uniform_set, false, Vector2(), p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, p_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : RD::INITIAL_ACTION_CONTINUE, p_end ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, Vector<Color>(), 1.0, 0, p_rect);
+ RD::get_singleton()->draw_command_end_label();
}
}
@@ -1911,14 +1908,16 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb,
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
- RENDER_TIMESTAMP("Render Collider Heightield");
+ RENDER_TIMESTAMP("Render Collider Heightfield");
render_list.sort_by_key(false);
{
//regular forward for now
+ RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
_render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_command_end_label();
}
}
@@ -1930,7 +1929,7 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
render_pass++;
scene_state.ubo.dual_paraboloid_side = 0;
- scene_state.ubo.material_uv2_mode = true;
+ scene_state.ubo.material_uv2_mode = false;
_setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
@@ -2152,14 +2151,14 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_omni_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_spot_light_buffer());
uniforms.push_back(u);
@@ -2167,35 +2166,35 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_reflection_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 11;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 12;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture();
u.ids.push_back(decal_atlas);
@@ -2203,7 +2202,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 13;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture_srgb();
u.ids.push_back(decal_atlas);
@@ -2211,7 +2210,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 14;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_decal_buffer());
uniforms.push_back(u);
@@ -2219,20 +2218,8 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 15;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- if (directional_shadow_get_texture().is_valid()) {
- u.ids.push_back(directional_shadow_get_texture());
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- }
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 16;
+ u.binding = 13;
u.ids.push_back(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
@@ -2240,7 +2227,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
if (!low_end) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 17;
+ u.binding = 14;
u.ids.push_back(sdfgi_get_ubo());
uniforms.push_back(u);
}
@@ -2249,7 +2236,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
}
-RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps) {
+RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas) {
if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
RD::get_singleton()->free(render_pass_uniform_set);
}
@@ -2308,6 +2295,17 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
+ u.ids.push_back(directional_shadow_get_texture());
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(scene_state.max_lightmaps);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
@@ -2325,7 +2323,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 4;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_GI_PROBES);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
@@ -2346,7 +2344,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer;
u.ids.push_back(cb);
@@ -2355,7 +2353,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
@@ -2363,7 +2361,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
@@ -2374,7 +2372,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
if (!low_end) {
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
u.ids.push_back(texture);
@@ -2383,7 +2381,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 9;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID();
RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
@@ -2393,24 +2391,26 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb && rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ RID ambient_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_ambient_texture(p_render_buffers) : RID();
+ RID texture = ambient_buffer.is_valid() ? ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 11;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb && rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ RID reflection_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_reflection_texture(p_render_buffers) : RID();
+ RID texture = reflection_buffer.is_valid() ? reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 12;
+ u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID t;
if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
@@ -2423,7 +2423,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 13;
+ u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
@@ -2434,14 +2434,14 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 14;
+ u.binding = 15;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(rb ? render_buffers_get_gi_probe_buffer(p_render_buffers) : render_buffers_get_default_gi_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 15;
+ u.binding = 16;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = RID();
if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) {
@@ -2499,10 +2499,20 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
}
{
- // No Lightmaps
+ // No directional shadow atlas.
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ // No Lightmaps
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(scene_state.max_lightmaps);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
@@ -2515,7 +2525,7 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
{
// No GIProbes
RD::Uniform u;
- u.binding = 4;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_GI_PROBES);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
@@ -2528,7 +2538,7 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
RID cb = default_vec4_xform_buffer;
u.ids.push_back(cb);
@@ -2540,28 +2550,28 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 6;
+ u.binding = 7;
u.ids.push_back(p_albedo_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 7;
+ u.binding = 8;
u.ids.push_back(p_emission_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
+ u.binding = 9;
u.ids.push_back(p_emission_aniso_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
+ u.binding = 10;
u.ids.push_back(p_geom_facing_texture);
uniforms.push_back(u);
}
@@ -2585,18 +2595,6 @@ RID RendererSceneRenderForward::_render_buffers_get_normal_texture(RID p_render_
return rb->normal_roughness_buffer;
}
-RID RendererSceneRenderForward::_render_buffers_get_ambient_texture(RID p_render_buffers) {
- RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
-
- return rb->ambient_buffer;
-}
-
-RID RendererSceneRenderForward::_render_buffers_get_reflection_texture(RID p_render_buffers) {
- RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
-
- return rb->reflection_buffer;
-}
-
RendererSceneRenderForward *RendererSceneRenderForward::singleton = nullptr;
void RendererSceneRenderForward::set_time(double p_time, double p_step) {
@@ -2666,10 +2664,17 @@ void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(Ge
}
MaterialData *material_shadow = nullptr;
- //void *surface_shadow = nullptr;
+ void *surface_shadow = nullptr;
if (!p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+
+ RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);
+
+ if (shadow_mesh.is_valid()) {
+ surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface);
+ }
+
} else {
material_shadow = p_material;
}
@@ -2691,7 +2696,8 @@ void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(Ge
//shadow
sdcache->shader_shadow = material_shadow->shader_data;
sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
- sdcache->surface_shadow = sdcache->surface; //when adding special shadow meshes, will use this
+
+ sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
sdcache->owner = ginstance;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.h b/servers/rendering/renderer_rd/renderer_scene_render_forward.h
index d4a4c9a3a9..0b57c7f76c 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.h
@@ -213,9 +213,6 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RID normal_roughness_buffer;
RID giprobe_buffer;
- RID ambient_buffer;
- RID reflection_buffer;
-
RS::ViewportMSAA msaa;
RD::TextureSamples texture_samples;
@@ -236,7 +233,6 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RID render_sdfgi_uniform_set;
void ensure_specular();
- void ensure_gi();
void ensure_giprobe();
void clear();
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
@@ -258,12 +254,10 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
void _render_buffers_clear_uniform_set(RenderBufferDataForward *rb);
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
- virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers);
- virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers);
void _update_render_base_uniform_set();
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
- RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps);
+ RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas = false);
struct LightmapData {
float normal_xform[12];
@@ -707,7 +701,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
protected:
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold);
- virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
+ virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true);
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 885c1a69dc..d5c9ccd956 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1148,7 +1148,7 @@ void RendererSceneRenderRD::_sdfgi_update_cascades(RID p_render_buffers) {
cascade_data[i].pad = 0;
}
- RD::get_singleton()->buffer_update(rb->sdfgi->cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, true);
+ RD::get_singleton()->buffer_update(rb->sdfgi->cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data);
}
void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count) {
@@ -1257,7 +1257,7 @@ void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_envi
}
if (idx > 0) {
- RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
+ RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights);
}
cascade_light_count[i] = idx;
@@ -1276,14 +1276,26 @@ void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_envi
push_constant.multibounce = rb->sdfgi->uses_multibounce;
push_constant.y_mult = rb->sdfgi->y_mult;
- push_constant.process_offset = 0;
- push_constant.process_increment = 1;
-
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
push_constant.light_count = cascade_light_count[i];
push_constant.cascade = i;
+ if (rb->sdfgi->cascades[i].all_dynamic_lights_dirty || sdfgi_frames_to_update_light == RS::ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME) {
+ push_constant.process_offset = 0;
+ push_constant.process_increment = 1;
+ } else {
+ static uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = {
+ 1, 2, 4, 8, 16
+ };
+
+ uint32_t frames_to_update = frames_to_update_table[sdfgi_frames_to_update_light];
+
+ push_constant.process_offset = RSG::rasterizer->get_frame_number() % frames_to_update;
+ push_constant.process_increment = frames_to_update;
+ }
+ rb->sdfgi->cascades[i].all_dynamic_lights_dirty = false;
+
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DirectLightPushConstant));
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
@@ -1301,7 +1313,7 @@ void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_envi
push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
push_constant.history_index = rb->sdfgi->render_pass % rb->sdfgi->history_size;
push_constant.history_size = rb->sdfgi->history_size;
- static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 8, 16, 32, 64, 96, 128 };
+ static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
push_constant.ray_count = ray_count[sdfgi_ray_count];
push_constant.ray_bias = rb->sdfgi->probe_bias;
push_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
@@ -1488,17 +1500,39 @@ void RendererSceneRenderRD::_setup_giprobes(RID p_render_buffers, const Transfor
}
if (p_gi_probes.size() > 0) {
- RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GI::GIProbeData) * MIN((uint64_t)RenderBuffers::MAX_GIPROBES, p_gi_probes.size()), gi_probe_data, true);
+ RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GI::GIProbeData) * MIN((uint64_t)RenderBuffers::MAX_GIPROBES, p_gi_probes.size()), gi_probe_data);
}
}
-void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes) {
+void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes) {
RENDER_TIMESTAMP("Render GI");
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
Environment *env = environment_owner.getornull(p_environment);
+ if (rb->ambient_buffer.is_null() || rb->using_half_size_gi != gi.half_resolution) {
+ if (rb->ambient_buffer.is_valid()) {
+ RD::get_singleton()->free(rb->ambient_buffer);
+ RD::get_singleton()->free(rb->reflection_buffer);
+ }
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = rb->width;
+ tf.height = rb->height;
+ if (gi.half_resolution) {
+ tf.width >>= 1;
+ tf.height >>= 1;
+ }
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->using_half_size_gi = gi.half_resolution;
+
+ _render_buffers_uniform_set_changed(p_render_buffers);
+ }
+
GI::PushConstant push_constant;
push_constant.screen_size[0] = rb->width;
@@ -1606,7 +1640,7 @@ void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_rough
c.to_cell = 1.0 / rb->sdfgi->cascades[i].cell_size;
}
- RD::get_singleton()->buffer_update(gi.sdfgi_ubo, 0, sizeof(GI::SDFGIData), &sdfgi_data, true);
+ RD::get_singleton()->buffer_update(gi.sdfgi_ubo, 0, sizeof(GI::SDFGIData), &sdfgi_data);
}
if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
@@ -1693,7 +1727,7 @@ void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_rough
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
- u.ids.push_back(p_ambient_buffer);
+ u.ids.push_back(rb->ambient_buffer);
uniforms.push_back(u);
}
@@ -1701,7 +1735,7 @@ void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_rough
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 10;
- u.ids.push_back(p_reflection_buffer);
+ u.ids.push_back(rb->reflection_buffer);
uniforms.push_back(u);
}
@@ -1765,12 +1799,23 @@ void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_rough
rb->gi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi.shader.version_get_shader(gi.shader_version, 0), 0);
}
- GI::Mode mode = (use_sdfgi && use_giprobes) ? GI::MODE_COMBINED : (use_sdfgi ? GI::MODE_SDFGI : GI::MODE_GIPROBE);
+ GI::Mode mode;
+
+ if (rb->using_half_size_gi) {
+ mode = (use_sdfgi && use_giprobes) ? GI::MODE_HALF_RES_COMBINED : (use_sdfgi ? GI::MODE_HALF_RES_SDFGI : GI::MODE_HALF_RES_GIPROBE);
+ } else {
+ mode = (use_sdfgi && use_giprobes) ? GI::MODE_COMBINED : (use_sdfgi ? GI::MODE_SDFGI : GI::MODE_GIPROBE);
+ }
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi.pipelines[mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GI::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1, 8, 8, 1);
+
+ if (rb->using_half_size_gi) {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width >> 1, rb->height >> 1, 1, 8, 8, 1);
+ } else {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1, 8, 8, 1);
+ }
RD::get_singleton()->compute_list_end();
}
@@ -2289,7 +2334,7 @@ void RendererSceneRenderRD::_setup_sky(RID p_environment, RID p_render_buffers,
}
if (light_data_dirty) {
- RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
+ RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
RendererSceneRenderRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
@@ -2341,7 +2386,7 @@ void RendererSceneRenderRD::_setup_sky(RID p_environment, RID p_render_buffers,
sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
sky_scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
- RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo, true);
+ RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
void RendererSceneRenderRD::_update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
@@ -3105,6 +3150,9 @@ void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGI
void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
sdfgi_frames_to_converge = p_frames;
}
+void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
+ sdfgi_frames_to_update_light = p_update;
+}
void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
Environment *env = environment_owner.getornull(p_env);
@@ -3516,13 +3564,28 @@ RID RendererSceneRenderRD::shadow_atlas_create() {
return shadow_atlas_owner.make_rid(ShadowAtlas());
}
-void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
+void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
+ if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
+ RD::TextureFormat tf;
+ tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
+ tf.width = shadow_atlas->size;
+ tf.height = shadow_atlas->size;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+
+ shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ Vector<RID> fb_tex;
+ fb_tex.push_back(shadow_atlas->depth);
+ shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ }
+}
+
+void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
ERR_FAIL_COND(!shadow_atlas);
ERR_FAIL_COND(p_size < 0);
p_size = next_power_of_2(p_size);
- if (p_size == shadow_atlas->size) {
+ if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
return;
}
@@ -3549,16 +3612,7 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
shadow_atlas->shadow_owners.clear();
shadow_atlas->size = p_size;
-
- if (shadow_atlas->size) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = shadow_atlas->size;
- tf.height = shadow_atlas->size;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
+ shadow_atlas->use_16_bits = p_size;
}
void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
@@ -3813,10 +3867,24 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i
return false;
}
-void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size) {
+void RendererSceneRenderRD::_update_directional_shadow_atlas() {
+ if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
+ RD::TextureFormat tf;
+ tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
+ tf.width = directional_shadow.size;
+ tf.height = directional_shadow.size;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+
+ directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ Vector<RID> fb_tex;
+ fb_tex.push_back(directional_shadow.depth);
+ directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ }
+}
+void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
p_size = nearest_power_of_2_templated(p_size);
- if (directional_shadow.size == p_size) {
+ if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
return;
}
@@ -3826,19 +3894,8 @@ void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size) {
RD::get_singleton()->free(directional_shadow.depth);
_clear_shadow_shrink_stages(directional_shadow.shrink_stages);
directional_shadow.depth = RID();
+ _base_uniforms_changed();
}
-
- if (p_size > 0) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = p_size;
- tf.height = p_size;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- _base_uniforms_changed();
}
void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
@@ -4008,29 +4065,6 @@ RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap
return &shadow_cubemaps[p_size];
}
-RendererSceneRenderRD::ShadowMap *RendererSceneRenderRD::_get_shadow_map(const Size2i &p_size) {
- if (!shadow_maps.has(p_size)) {
- ShadowMap sm;
- {
- RD::TextureFormat tf;
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
- tf.width = p_size.width;
- tf.height = p_size.height;
- tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- sm.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- Vector<RID> fbtex;
- fbtex.push_back(sm.depth);
- sm.fb = RD::get_singleton()->framebuffer_create(fbtex);
-
- shadow_maps[p_size] = sm;
- }
-
- return &shadow_maps[p_size];
-}
-
//////////////////////////
RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
@@ -4131,7 +4165,7 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins
gi_probe->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1, false);
+ RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1);
{
int total_elements = 0;
@@ -4443,7 +4477,7 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins
if (gi_probe->has_dynamic_object_data) {
//if it has dynamic object data, it needs to be cleared
- RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, gi_probe->mipmaps.size(), 0, 1, true);
+ RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, gi_probe->mipmaps.size(), 0, 1);
}
uint32_t light_count = 0;
@@ -4494,7 +4528,7 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins
l.has_shadow = storage->light_has_shadow(light);
}
- RD::get_singleton()->buffer_update(gi_probe_lights_uniform, 0, sizeof(GIProbeLight) * light_count, gi_probe_lights, true);
+ RD::get_singleton()->buffer_update(gi_probe_lights_uniform, 0, sizeof(GIProbeLight) * light_count, gi_probe_lights);
}
}
@@ -4895,7 +4929,7 @@ void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawLi
push_constant.band_power = 4;
push_constant.sections_in_band = ((band_points / 2) - 1);
push_constant.band_mask = band_points - 2;
- push_constant.section_arc = (Math_PI * 2.0) / float(push_constant.sections_in_band);
+ push_constant.section_arc = Math_TAU / float(push_constant.sections_in_band);
push_constant.y_mult = rb->sdfgi->y_mult;
uint32_t total_points = push_constant.sections_in_band * band_points;
@@ -5159,6 +5193,13 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
RD::get_singleton()->free(rb->ssr.normal_scaled);
rb->ssr.normal_scaled = RID();
}
+
+ if (rb->ambient_buffer.is_valid()) {
+ RD::get_singleton()->free(rb->ambient_buffer);
+ RD::get_singleton()->free(rb->reflection_buffer);
+ rb->ambient_buffer = RID();
+ rb->reflection_buffer = RID();
+ }
}
void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
@@ -5291,9 +5332,11 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
for (uint32_t i = 0; i < tf.mipmaps; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
rb->ssao.depth_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
}
}
@@ -5306,9 +5349,11 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
for (uint32_t i = 0; i < 4; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
rb->ssao.ao_deinterleaved_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
}
}
@@ -5321,9 +5366,11 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
for (uint32_t i = 0; i < 4; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
rb->ssao.ao_pong_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
}
}
@@ -5334,7 +5381,9 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.height = half_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
}
{
RD::TextureFormat tf;
@@ -5343,6 +5392,7 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
_render_buffers_uniform_set_changed(p_render_buffers);
}
ssao_using_half_size = ssao_half_size;
@@ -5558,10 +5608,10 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && _render_buffers_get_ambient_texture(p_render_buffers).is_valid()) {
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- RID ambient_texture = _render_buffers_get_ambient_texture(p_render_buffers);
- RID reflection_texture = _render_buffers_get_reflection_texture(p_render_buffers);
+ RID ambient_texture = rb->ambient_buffer;
+ RID reflection_texture = rb->reflection_buffer;
effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
}
}
@@ -5753,6 +5803,17 @@ RID RendererSceneRenderRD::render_buffers_get_default_gi_probe_buffer() {
return default_giprobe_buffer;
}
+RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ return rb->ambient_buffer;
+}
+RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ return rb->reflection_buffer;
+}
+
uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0);
@@ -5939,6 +6000,10 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
}
+void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
+ gi.half_resolution = p_enable;
+}
+
void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
sss_quality = p_quality;
}
@@ -6114,7 +6179,7 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
}
if (cluster.reflection_count) {
- RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, cluster.reflection_count * sizeof(ReflectionData), cluster.reflections, true);
+ RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, cluster.reflection_count * sizeof(ReflectionData), cluster.reflections);
}
}
@@ -6507,15 +6572,15 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
if (cluster.omni_light_count) {
- RD::get_singleton()->buffer_update(cluster.omni_light_buffer, 0, sizeof(Cluster::LightData) * cluster.omni_light_count, cluster.omni_lights, true);
+ RD::get_singleton()->buffer_update(cluster.omni_light_buffer, 0, sizeof(Cluster::LightData) * cluster.omni_light_count, cluster.omni_lights);
}
if (cluster.spot_light_count) {
- RD::get_singleton()->buffer_update(cluster.spot_light_buffer, 0, sizeof(Cluster::LightData) * cluster.spot_light_count, cluster.spot_lights, true);
+ RD::get_singleton()->buffer_update(cluster.spot_light_buffer, 0, sizeof(Cluster::LightData) * cluster.spot_light_count, cluster.spot_lights);
}
if (r_directional_light_count) {
- RD::get_singleton()->buffer_update(cluster.directional_light_buffer, 0, sizeof(Cluster::DirectionalLightData) * r_directional_light_count, cluster.directional_lights, true);
+ RD::get_singleton()->buffer_update(cluster.directional_light_buffer, 0, sizeof(Cluster::DirectionalLightData) * r_directional_light_count, cluster.directional_lights);
}
}
@@ -6676,7 +6741,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
}
if (cluster.decal_count > 0) {
- RD::get_singleton()->buffer_update(cluster.decal_buffer, 0, sizeof(Cluster::DecalData) * cluster.decal_count, cluster.decals, true);
+ RD::get_singleton()->buffer_update(cluster.decal_buffer, 0, sizeof(Cluster::DecalData) * cluster.decal_count, cluster.decals);
}
}
@@ -7211,7 +7276,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RENDER_TIMESTAMP(">Volumetric Fog");
RENDER_TIMESTAMP("Render Fog");
- RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, true);
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@@ -7240,7 +7305,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
//need restart for buffer update
params.filter_axis = 1;
- RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, true);
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
@@ -7386,26 +7451,31 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
ERR_FAIL_COND(!light_instance);
Rect2i atlas_rect;
- RID atlas_texture;
+ uint32_t atlas_size;
+ RID atlas_fb;
bool using_dual_paraboloid = false;
bool using_dual_paraboloid_flip = false;
- float znear = 0;
- float zfar = 0;
RID render_fb;
RID render_texture;
- float bias = 0;
- float normal_bias = 0;
+ float zfar;
bool use_pancake = false;
- bool use_linear_depth = false;
bool render_cubemap = false;
bool finalize_cubemap = false;
+ bool flip_y = false;
+
CameraMatrix light_projection;
Transform light_transform;
+ bool clear_region = true;
+ bool begin_texture = true;
+ bool end_texture = true;
+
if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
+ _update_directional_shadow_atlas();
+
//set pssm stuff
if (light_instance->last_scene_shadow_pass != scene_pass) {
light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
@@ -7422,6 +7492,7 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
atlas_rect.size.width = light_instance->directional_rect.size.x;
atlas_rect.size.height = light_instance->directional_rect.size.y;
+ int pass_count = 1;
if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
atlas_rect.size.width /= 2;
atlas_rect.size.height /= 2;
@@ -7434,7 +7505,7 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
atlas_rect.position.x += atlas_rect.size.width;
atlas_rect.position.y += atlas_rect.size.height;
}
-
+ pass_count = 4;
} else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
atlas_rect.size.height /= 2;
@@ -7442,6 +7513,7 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
} else {
atlas_rect.position.y += atlas_rect.size.height;
}
+ pass_count = 2;
}
light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
@@ -7449,15 +7521,15 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
- float bias_mult = light_instance->shadow_transform[p_pass].bias_scale;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
- bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_mult;
- normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * bias_mult;
- ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
- render_fb = shadow_map->fb;
- render_texture = shadow_map->depth;
- atlas_texture = directional_shadow.depth;
+ render_fb = directional_shadow.fb;
+ render_texture = RID();
+ flip_y = true;
+
+ clear_region = false;
+ begin_texture = (directional_shadow.current_light == 1) && (p_pass == 0); //light is 1-index because it was incremented above
+ end_texture = (directional_shadow.current_light == directional_shadow.light_count) && (p_pass == pass_count - 1);
} else {
//set from shadow atlas
@@ -7466,6 +7538,8 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
ERR_FAIL_COND(!shadow_atlas);
ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
+ _update_shadow_atlas(shadow_atlas);
+
uint32_t key = shadow_atlas->shadow_owners[p_light];
uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
@@ -7484,11 +7558,8 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
atlas_rect.size.width = shadow_size;
atlas_rect.size.height = shadow_size;
- atlas_texture = shadow_atlas->depth;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
- bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS);
- normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS);
if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
@@ -7501,6 +7572,10 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
light_transform = light_instance->shadow_transform[0].transform;
render_cubemap = true;
finalize_cubemap = p_pass == 5;
+ atlas_fb = shadow_atlas->fb;
+
+ atlas_size = shadow_atlas->size;
+ clear_region = false;
} else {
light_projection = light_instance->shadow_transform[0].camera;
@@ -7511,22 +7586,17 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
using_dual_paraboloid = true;
using_dual_paraboloid_flip = p_pass == 1;
-
- ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
- render_fb = shadow_map->fb;
- render_texture = shadow_map->depth;
+ render_fb = shadow_atlas->fb;
+ flip_y = true;
}
} else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
light_projection = light_instance->shadow_transform[0].camera;
light_transform = light_instance->shadow_transform[0].transform;
- ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
- render_fb = shadow_map->fb;
- render_texture = shadow_map->depth;
+ render_fb = shadow_atlas->fb;
- znear = light_instance->shadow_transform[0].camera.get_z_near();
- use_linear_depth = true;
+ flip_y = true;
}
}
@@ -7535,25 +7605,19 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
_render_shadow(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
if (finalize_cubemap) {
//reblit
- atlas_rect.size.height /= 2;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, false);
- atlas_rect.position.y += atlas_rect.size.height;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, true);
+ Rect2 atlas_rect_norm = atlas_rect;
+ atlas_rect_norm.position.x /= float(atlas_size);
+ atlas_rect_norm.position.y /= float(atlas_size);
+ atlas_rect_norm.size.x /= float(atlas_size);
+ atlas_rect_norm.size.y /= float(atlas_size);
+ atlas_rect_norm.size.height /= 2;
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), false);
+ atlas_rect_norm.position.y += atlas_rect_norm.size.height;
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), true);
}
} else {
//render shadow
-
- _render_shadow(render_fb, p_instances, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
-
- //copy to atlas
- if (use_linear_depth) {
- storage->get_effects()->copy_depth_to_rect_and_linearize(render_texture, atlas_texture, atlas_rect, true, znear, zfar);
- } else {
- storage->get_effects()->copy_depth_to_rect(render_texture, atlas_texture, atlas_rect, true);
- }
-
- //does not work from depth to color
- //RD::get_singleton()->texture_copy(render_texture, atlas_texture, Vector3(0, 0, 0), Vector3(atlas_rect.position.x, atlas_rect.position.y, 0), Vector3(atlas_rect.size.x, atlas_rect.size.y, 1), 0, 0, 0, 0, true);
+ _render_shadow(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, clear_region, begin_texture, end_texture);
}
}
@@ -7577,10 +7641,10 @@ void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, con
if (cascade_prev != cascade) {
//initialize render
- RD::get_singleton()->texture_clear(rb->sdfgi->render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
+ RD::get_singleton()->texture_clear(rb->sdfgi->render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(rb->sdfgi->render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(rb->sdfgi->render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(rb->sdfgi->render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1);
}
//print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(rb->sdfgi->cascades[cascade].cell_size));
@@ -7609,6 +7673,9 @@ void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, con
push_constant.scroll[1] = 0;
push_constant.scroll[2] = 0;
}
+
+ rb->sdfgi->cascades[cascade].all_dynamic_lights_dirty = true;
+
push_constant.grid_size = rb->sdfgi->cascade_size;
push_constant.cascade = cascade;
@@ -7684,6 +7751,23 @@ void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, con
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1, 8, 8, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (rb->sdfgi->uses_multibounce) {
+ //multibounce requires this to be stored so direct light can read from it
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_STORE]);
+
+ //convert to octahedral to store
+ ipush_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+ ipush_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1, 8, 8, 1);
+ }
}
//ok finally barrier
@@ -7692,7 +7776,7 @@ void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, con
//clear dispatch indirect data
uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
- RD::get_singleton()->buffer_update(rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data, true);
+ RD::get_singleton()->buffer_update(rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data);
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@@ -7863,9 +7947,9 @@ void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, con
RD::get_singleton()->compute_list_end();
//clear these textures, as they will have previous garbage on next draw
- RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
+ RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
#if 0
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rb->sdfgi->cascades[cascade].sdf, 0);
@@ -7922,25 +8006,8 @@ void RendererSceneRenderRD::render_sdfgi_static_lights(RID p_render_buffers, uin
_sdfgi_update_cascades(p_render_buffers); //need cascades updated for this
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_STATIC]);
-
- SDGIShader::DirectLightPushConstant dl_push_constant;
-
- dl_push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- dl_push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- dl_push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- dl_push_constant.max_cascades = rb->sdfgi->cascades.size();
- dl_push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- dl_push_constant.multibounce = false; // this is static light, do not multibounce yet
- dl_push_constant.y_mult = rb->sdfgi->y_mult;
-
- //all must be processed
- dl_push_constant.process_offset = 0;
- dl_push_constant.process_increment = 1;
-
SDGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
+ uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS];
for (uint32_t i = 0; i < p_cascade_count; i++) {
ERR_CONTINUE(p_cascade_indices[i] >= rb->sdfgi->cascades.size());
@@ -8003,11 +8070,38 @@ void RendererSceneRenderRD::render_sdfgi_static_lights(RID p_render_buffers, uin
}
if (idx > 0) {
- RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
+ RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights);
}
- dl_push_constant.light_count = idx;
+
+ light_count[i] = idx;
}
+ }
+
+ /* Static Lights */
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_STATIC]);
+
+ SDGIShader::DirectLightPushConstant dl_push_constant;
+
+ dl_push_constant.grid_size[0] = rb->sdfgi->cascade_size;
+ dl_push_constant.grid_size[1] = rb->sdfgi->cascade_size;
+ dl_push_constant.grid_size[2] = rb->sdfgi->cascade_size;
+ dl_push_constant.max_cascades = rb->sdfgi->cascades.size();
+ dl_push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
+ dl_push_constant.multibounce = false; // this is static light, do not multibounce yet
+ dl_push_constant.y_mult = rb->sdfgi->y_mult;
+ //all must be processed
+ dl_push_constant.process_offset = 0;
+ dl_push_constant.process_increment = 1;
+
+ for (uint32_t i = 0; i < p_cascade_count; i++) {
+ ERR_CONTINUE(p_cascade_indices[i] >= rb->sdfgi->cascades.size());
+
+ SDFGI::Cascade &cc = rb->sdfgi->cascades[p_cascade_indices[i]];
+
+ dl_push_constant.light_count = light_count[i];
dl_push_constant.cascade = p_cascade_indices[i];
if (dl_push_constant.light_count > 0) {
@@ -8299,7 +8393,13 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
roughness_layers = GLOBAL_GET("rendering/quality/reflections/roughness_layers");
sky_ggx_samples_quality = GLOBAL_GET("rendering/quality/reflections/ggx_samples");
sky_use_cubemap_array = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections");
- // sky_use_cubemap_array = false;
+
+ sdfgi_ray_count = RS::EnvironmentSDFGIRayCount(CLAMP(int32_t(GLOBAL_GET("rendering/sdfgi/probe_ray_count")), 0, int32_t(RS::ENV_SDFGI_RAY_COUNT_MAX - 1)));
+ sdfgi_frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(CLAMP(int32_t(GLOBAL_GET("rendering/sdfgi/frames_to_converge")), 0, int32_t(RS::ENV_SDFGI_CONVERGE_MAX - 1)));
+ sdfgi_frames_to_update_light = RS::EnvironmentSDFGIFramesToUpdateLight(CLAMP(int32_t(GLOBAL_GET("rendering/sdfgi/frames_to_update_lights")), 0, int32_t(RS::ENV_SDFGI_UPDATE_LIGHT_MAX - 1)));
+
+ directional_shadow.size = GLOBAL_GET("rendering/quality/directional_shadow/size");
+ directional_shadow.use_16_bits = GLOBAL_GET("rendering/quality/directional_shadow/16_bits");
uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
@@ -8593,6 +8693,9 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
//calculate tables
String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n";
+ if (sky_use_cubemap_array) {
+ defines += "\n#define USE_CUBEMAP_ARRAY\n";
+ }
Vector<String> integrate_modes;
integrate_modes.push_back("\n#define MODE_PROCESS\n");
@@ -8632,9 +8735,12 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
//calculate tables
String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
Vector<String> gi_modes;
- gi_modes.push_back("\n#define USE_GIPROBE\n");
+ gi_modes.push_back("\n#define USE_GIPROBES\n");
gi_modes.push_back("\n#define USE_SDFGI\n");
- gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_GIPROBE\n");
+ gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_GIPROBES\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_GIPROBES\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_GIPROBES\n");
gi.shader.initialize(gi_modes, defines);
gi.shader_version = gi.shader.version_create();
@@ -8679,6 +8785,14 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES);
}
+ { //decals
+ cluster.max_decals = max_cluster_elements;
+ uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
+ cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
+ cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
+ cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
+ }
+
{ //reflections
cluster.max_reflections = max_cluster_elements;
@@ -8709,14 +8823,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
}
- { //decals
- cluster.max_decals = max_cluster_elements;
- uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
- cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
- cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
- cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
- }
-
if (!low_end) {
String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
Vector<String> volumetric_fog_modes;
@@ -8766,12 +8872,11 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
environment_set_volumetric_fog_positional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/positional_shadow_shrink"));
cull_argument.set_page_pool(&cull_argument_pool);
+
+ gi.half_resolution = GLOBAL_GET("rendering/quality/gi/use_half_resolution");
}
RendererSceneRenderRD::~RendererSceneRenderRD() {
- for (Map<Vector2i, ShadowMap>::Element *E = shadow_maps.front(); E; E = E->next()) {
- RD::get_singleton()->free(E->get().depth);
- }
for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
RD::get_singleton()->free(E->get().cubemap);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 3e69335225..af8cdb9b71 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -110,7 +110,7 @@ protected:
void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used);
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_cluster_max_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 0;
- virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) = 0;
+ virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true) = 0;
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
@@ -124,8 +124,6 @@ protected:
virtual void _base_uniforms_changed() = 0;
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
- virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers) = 0;
- virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers) = 0;
void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
@@ -134,7 +132,7 @@ protected:
void _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
- void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes);
+ void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes);
// needed for a single argument calls (material and uv2)
PagedArrayPool<GeometryInstance *> cull_argument_pool;
@@ -574,6 +572,7 @@ private:
uint32_t smallest_subdiv = 0;
int size = 0;
+ bool use_16_bits = false;
RID depth;
RID fb; //for copying
@@ -585,6 +584,8 @@ private:
RID_Owner<ShadowAtlas> shadow_atlas_owner;
+ void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
+
bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
@@ -605,9 +606,11 @@ private:
struct DirectionalShadow {
RID depth;
+ RID fb; //when renderign direct
int light_count = 0;
int size = 0;
+ bool use_16_bits = false;
int current_light = 0;
Vector<ShadowShrinkStage> shrink_stages;
@@ -617,6 +620,8 @@ private:
void _allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size);
void _clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages);
+ void _update_directional_shadow_atlas();
+
/* SHADOW CUBEMAPS */
struct ShadowCubemap {
@@ -627,14 +632,6 @@ private:
Map<int, ShadowCubemap> shadow_cubemaps;
ShadowCubemap *_get_shadow_cubemap(int p_size);
- struct ShadowMap {
- RID depth;
- RID fb;
- };
-
- Map<Vector2i, ShadowMap> shadow_maps;
- ShadowMap *_get_shadow_map(const Size2i &p_size);
-
void _create_shadow_cubemaps();
/* LIGHT INSTANCE */
@@ -904,6 +901,16 @@ private:
RID giprobe_textures[MAX_GIPROBES];
RID giprobe_buffer;
+
+ RID ambient_buffer;
+ RID reflection_buffer;
+ bool using_half_size_gi = false;
+
+ struct GI {
+ RID full_buffer;
+ RID full_dispatch;
+ RID full_mask;
+ } gi;
};
RID default_giprobe_buffer;
@@ -965,6 +972,8 @@ private:
RID scroll_occlusion_uniform_set;
RID integrate_uniform_set;
RID lights_buffer;
+
+ bool all_dynamic_lights_dirty = true;
};
//used for rendering (voxelization)
@@ -1026,6 +1035,8 @@ private:
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
+ RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
+
float sdfgi_solid_cell_ratio = 0.25;
Vector3 sdfgi_debug_probe_pos;
Vector3 sdfgi_debug_probe_dir;
@@ -1263,14 +1274,12 @@ private:
float z_far;
float proj_info[4];
-
+ float ao_color[3];
uint32_t max_giprobes;
+
uint32_t high_quality_vct;
- uint32_t pad2;
uint32_t orthogonal;
-
- float ao_color[3];
- uint32_t pad;
+ uint32_t pad[2];
float cam_rotation[12];
};
@@ -1280,9 +1289,13 @@ private:
MODE_GIPROBE,
MODE_SDFGI,
MODE_COMBINED,
+ MODE_HALF_RES_GIPROBE,
+ MODE_HALF_RES_SDFGI,
+ MODE_HALF_RES_COMBINED,
MODE_MAX
};
+ bool half_resolution = false;
GiShaderRD shader;
RID shader_version;
RID pipelines[MODE_MAX];
@@ -1541,7 +1554,7 @@ public:
/* SHADOW ATLAS API */
RID shadow_atlas_create();
- void shadow_atlas_set_size(RID p_atlas, int p_size);
+ void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false);
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
_FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
@@ -1562,7 +1575,7 @@ public:
return Size2(atlas->size, atlas->size);
}
- void directional_shadow_atlas_set_size(int p_size);
+ void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false);
int get_directional_light_shadow_size(RID p_light_intance);
void set_directional_shadow_count(int p_count);
@@ -1657,6 +1670,7 @@ public:
virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count);
virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames);
+ virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update);
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality);
RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
@@ -1955,11 +1969,14 @@ public:
*/
RID render_buffers_create();
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding);
+ void gi_set_use_half_resolution(bool p_enable);
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
RID render_buffers_get_gi_probe_buffer(RID p_render_buffers);
RID render_buffers_get_default_gi_probe_buffer();
+ RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
+ RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 6203f3ba64..6d4343e183 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -873,7 +873,7 @@ void RendererStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_im
TextureToRDFormat f;
Ref<Image> validated = _validate_texture_format(p_image, f);
- RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data(), !p_immediate);
+ RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data());
}
void RendererStorageRD::texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer) {
@@ -918,7 +918,7 @@ void RendererStorageRD::texture_3d_update(RID p_texture, const Vector<Ref<Image>
}
}
- RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data, true);
+ RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data);
}
void RendererStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) {
@@ -2609,6 +2609,12 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ }
+
mesh->material_cache.clear();
}
@@ -2824,6 +2830,25 @@ AABB RendererStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
return aabb;
}
+void RendererStorageRD::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ Mesh *shadow_mesh = mesh_owner.getornull(mesh->shadow_mesh);
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.erase(mesh);
+ }
+ mesh->shadow_mesh = p_shadow_mesh;
+
+ shadow_mesh = mesh_owner.getornull(mesh->shadow_mesh);
+
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.insert(mesh);
+ }
+
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+}
+
void RendererStorageRD::mesh_clear(RID p_mesh) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
@@ -2871,6 +2896,12 @@ void RendererStorageRD::mesh_clear(RID p_mesh) {
}
mesh->has_bone_weights = false;
mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ }
}
bool RendererStorageRD::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
@@ -3013,7 +3044,7 @@ void RendererStorageRD::update_mesh_instances() {
MeshInstance *mi = dirty_mesh_instance_weights.first()->self();
if (mi->blend_weights_buffer.is_valid()) {
- RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr(), true);
+ RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr());
}
dirty_mesh_instance_weights.remove(&mi->weight_update_list);
mi->weights_dirty = false;
@@ -3681,7 +3712,7 @@ void RendererStorageRD::multimesh_set_buffer(RID p_multimesh, const Vector<float
{
const float *r = p_buffer.ptr();
- RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r, false);
+ RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r);
multimesh->buffer_set = true;
}
@@ -3780,14 +3811,14 @@ void RendererStorageRD::_update_dirty_multimeshes() {
if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) {
//if there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much
- RD::get_singleton()->buffer_update(multimesh->buffer, 0, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data, false);
+ RD::get_singleton()->buffer_update(multimesh->buffer, 0, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data);
} else {
//not that many regions? update them all
for (uint32_t i = 0; i < visible_region_count; i++) {
if (multimesh->data_cache_dirty_regions[i]) {
uint64_t offset = i * region_size;
uint64_t size = multimesh->stride_cache * multimesh->instances * sizeof(float);
- RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size], false);
+ RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size]);
}
}
}
@@ -4478,7 +4509,7 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) {
// print_line("updating subemitter buffer");
int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 };
- RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero, true);
+ RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero);
push_constant.can_emit = true;
if (sub_emitter->emitting) {
@@ -4496,13 +4527,13 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
}
if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) {
- RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer, true);
+ RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer);
p_particles->emission_buffer->particle_count = 0;
}
p_particles->clear = false;
- RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams), &frame_params, true);
+ RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams), &frame_params);
ParticlesMaterialData *m = (ParticlesMaterialData *)material_get_data(p_particles->process_material, SHADER_TYPE_PARTICLES);
if (!m) {
@@ -5301,7 +5332,7 @@ void RendererStorageRD::_update_dirty_skeletons() {
Skeleton *skeleton = skeleton_dirty_list;
if (skeleton->size) {
- RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr(), false);
+ RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr());
}
skeleton_dirty_list = skeleton->dirty_list;
@@ -7340,7 +7371,7 @@ void RendererStorageRD::_update_decal_atlas() {
tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView());
- RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1, true);
+ RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1);
{
//create the framebuffer
@@ -7395,7 +7426,7 @@ void RendererStorageRD::_update_decal_atlas() {
prev_texture = mm.texture;
}
} else {
- RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1, false);
+ RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1);
}
}
}
@@ -8161,17 +8192,26 @@ bool RendererStorageRD::free(RID p_rid) {
material_owner.free(p_rid);
} else if (mesh_owner.owns(p_rid)) {
mesh_clear(p_rid);
+ mesh_set_shadow_mesh(p_rid, RID());
Mesh *mesh = mesh_owner.getornull(p_rid);
mesh->dependency.deleted_notify(p_rid);
if (mesh->instances.size()) {
ERR_PRINT("deleting mesh with active instances");
}
+ if (mesh->shadow_owners.size()) {
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ }
+ }
mesh_owner.free(p_rid);
} else if (mesh_instance_owner.owns(p_rid)) {
MeshInstance *mi = mesh_instance_owner.getornull(p_rid);
_mesh_instance_clear(mi);
mi->mesh->instances.erase(mi->I);
mi->I = nullptr;
+
mesh_instance_owner.free(p_rid);
memdelete(mi);
@@ -8257,11 +8297,11 @@ EffectsRD *RendererStorageRD::get_effects() {
}
void RendererStorageRD::capture_timestamps_begin() {
- RD::get_singleton()->capture_timestamp("Frame Begin", false);
+ RD::get_singleton()->capture_timestamp("Frame Begin");
}
void RendererStorageRD::capture_timestamp(const String &p_name) {
- RD::get_singleton()->capture_timestamp(p_name, true);
+ RD::get_singleton()->capture_timestamp(p_name);
}
uint32_t RendererStorageRD::get_captured_timestamps_count() const {
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index 2fb66ac573..aa7195232a 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -478,6 +478,9 @@ private:
List<MeshInstance *> instances;
+ RID shadow_mesh;
+ Set<Mesh *> shadow_owners;
+
Dependency dependency;
};
@@ -1423,6 +1426,7 @@ public:
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID());
+ virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh);
virtual void mesh_clear(RID p_mesh);
@@ -1461,6 +1465,13 @@ public:
return mesh->surfaces[p_surface_index];
}
+ _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
+
+ return mesh->shadow_mesh;
+ }
+
_FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
return surface->primitive;
diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
index 54d67db6c6..c3ac0bee57 100644
--- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
@@ -1,33 +1,48 @@
-#[compute]
+#[vertex]
#version 450
VERSION_DEFINES
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+layout(push_constant, binding = 1, std430) uniform Params {
+ float z_far;
+ float z_near;
+ bool z_flip;
+ uint pad;
+ vec4 screen_rect;
+}
+params;
+
+layout(location = 0) out vec2 uv_interp;
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+ vec2 screen_pos = uv_interp * params.screen_rect.zw + params.screen_rect.xy;
+ gl_Position = vec4(screen_pos * 2.0 - 1.0, 0.0, 1.0);
+}
+
+#[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) in vec2 uv_interp;
layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 screen_size;
- ivec2 offset;
- float bias;
float z_far;
float z_near;
bool z_flip;
+ uint pad;
+ vec4 screen_rect;
}
params;
-layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
-
void main() {
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
- return;
- }
-
- vec2 pixel_size = 1.0 / vec2(params.screen_size);
- vec2 uv = (vec2(pos) + 0.5) * pixel_size;
+ vec2 uv = uv_interp;
vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
@@ -65,5 +80,5 @@ void main() {
float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
depth = (linear_depth * depth_fix) / params.z_far;
- imageStore(depth_buffer, pos + params.offset, vec4(depth));
+ gl_FragDepth = depth;
}
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index c2965f9874..35522103df 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -97,13 +97,12 @@ layout(push_constant, binding = 0, std430) uniform Params {
vec4 proj_info;
+ vec3 ao_color;
uint max_giprobes;
+
bool high_quality_vct;
- uint pad2;
bool orthogonal;
-
- vec3 ao_color;
- uint pad;
+ uint pad[2];
mat3x4 cam_rotation;
}
@@ -594,28 +593,16 @@ vec4 fetch_normal_and_roughness(ivec2 pos) {
return normal_roughness;
}
-void main() {
- // Pixel being shaded
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
- return;
- }
-
- vec3 vertex = reconstruct_position(pos);
- vertex.y = -vertex.y;
-
+void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 reflection_light) {
vec4 normal_roughness = fetch_normal_and_roughness(pos);
- vec3 normal = normal_roughness.xyz;
- vec4 ambient_light = vec4(0.0), reflection_light = vec4(0.0);
+ vec3 normal = normal_roughness.xyz;
if (normal.length() > 0.5) {
//valid normal, can do GI
float roughness = normal_roughness.w;
-
vertex = mat3(params.cam_rotation) * vertex;
normal = normalize(mat3(params.cam_rotation) * normal);
-
vec3 reflection = normalize(reflect(normalize(vertex), normal));
#ifdef USE_SDFGI
@@ -646,16 +633,39 @@ void main() {
spec_accum /= blend_accum;
}
- if (params.use_sdfgi) {
- reflection_light = blend_color(spec_accum, reflection_light);
- ambient_light = blend_color(amb_accum, ambient_light);
- } else {
- reflection_light = spec_accum;
- ambient_light = amb_accum;
- }
+#ifdef USE_SDFGI
+ reflection_light = blend_color(spec_accum, reflection_light);
+ ambient_light = blend_color(amb_accum, ambient_light);
+#else
+ reflection_light = spec_accum;
+ ambient_light = amb_accum;
+#endif
}
#endif
}
+}
+
+void main() {
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef MODE_HALF_RES
+ pos <<= 1;
+#endif
+ if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec4 ambient_light = vec4(0.0);
+ vec4 reflection_light = vec4(0.0);
+
+ vec3 vertex = reconstruct_position(pos);
+ vertex.y = -vertex.y;
+
+ process_gi(pos, vertex, ambient_light, reflection_light);
+
+#ifdef MODE_HALF_RES
+ pos >>= 1;
+#endif
imageStore(ambient_buffer, pos, ambient_light);
imageStore(reflection_buffer, pos, reflection_light);
diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl
index 9429a66dc9..e83c4ca93b 100644
--- a/servers/rendering/renderer_rd/shaders/resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/resolve.glsl
@@ -58,6 +58,116 @@ void main() {
#else
+#if 1
+
+ vec4 group1;
+ vec4 group2;
+ vec4 group3;
+ vec4 group4;
+ int best_index = 0;
+
+ //2X
+ group1.x = texelFetch(source_depth, pos, 0).r;
+ group1.y = texelFetch(source_depth, pos, 1).r;
+
+ //4X
+ if (params.sample_count >= 4) {
+ group1.z = texelFetch(source_depth, pos, 2).r;
+ group1.w = texelFetch(source_depth, pos, 3).r;
+ }
+ //8X
+ if (params.sample_count >= 8) {
+ group2.x = texelFetch(source_depth, pos, 4).r;
+ group2.y = texelFetch(source_depth, pos, 5).r;
+ group2.z = texelFetch(source_depth, pos, 6).r;
+ group2.w = texelFetch(source_depth, pos, 7).r;
+ }
+ //16X
+ if (params.sample_count >= 16) {
+ group3.x = texelFetch(source_depth, pos, 8).r;
+ group3.y = texelFetch(source_depth, pos, 9).r;
+ group3.z = texelFetch(source_depth, pos, 10).r;
+ group3.w = texelFetch(source_depth, pos, 11).r;
+
+ group4.x = texelFetch(source_depth, pos, 12).r;
+ group4.y = texelFetch(source_depth, pos, 13).r;
+ group4.z = texelFetch(source_depth, pos, 14).r;
+ group4.w = texelFetch(source_depth, pos, 15).r;
+ }
+
+ if (params.sample_count == 2) {
+ best_index = (pos.x & 1) ^ ((pos.y >> 1) & 1); //not much can be done here
+ } else if (params.sample_count == 4) {
+ vec4 freq = vec4(equal(group1, vec4(group1.x)));
+ freq += vec4(equal(group1, vec4(group1.y)));
+ freq += vec4(equal(group1, vec4(group1.z)));
+ freq += vec4(equal(group1, vec4(group1.w)));
+
+ float min_f = freq.x;
+ best_index = 0;
+ if (freq.y < min_f) {
+ best_index = 1;
+ min_f = freq.y;
+ }
+ if (freq.z < min_f) {
+ best_index = 2;
+ min_f = freq.z;
+ }
+ if (freq.w < min_f) {
+ best_index = 3;
+ }
+ } else if (params.sample_count == 8) {
+ vec4 freq0 = vec4(equal(group1, vec4(group1.x)));
+ vec4 freq1 = vec4(equal(group2, vec4(group1.x)));
+ freq0 += vec4(equal(group1, vec4(group1.y)));
+ freq1 += vec4(equal(group2, vec4(group1.y)));
+ freq0 += vec4(equal(group1, vec4(group1.z)));
+ freq1 += vec4(equal(group2, vec4(group1.z)));
+ freq0 += vec4(equal(group1, vec4(group1.w)));
+ freq1 += vec4(equal(group2, vec4(group1.w)));
+ freq0 += vec4(equal(group1, vec4(group2.x)));
+ freq1 += vec4(equal(group2, vec4(group2.x)));
+ freq0 += vec4(equal(group1, vec4(group2.y)));
+ freq1 += vec4(equal(group2, vec4(group2.y)));
+ freq0 += vec4(equal(group1, vec4(group2.z)));
+ freq1 += vec4(equal(group2, vec4(group2.z)));
+ freq0 += vec4(equal(group1, vec4(group2.w)));
+ freq1 += vec4(equal(group2, vec4(group2.w)));
+
+ float min_f0 = freq0.x;
+ int best_index0 = 0;
+ if (freq0.y < min_f0) {
+ best_index0 = 1;
+ min_f0 = freq0.y;
+ }
+ if (freq0.z < min_f0) {
+ best_index0 = 2;
+ min_f0 = freq0.z;
+ }
+ if (freq0.w < min_f0) {
+ best_index0 = 3;
+ min_f0 = freq0.w;
+ }
+
+ float min_f1 = freq1.x;
+ int best_index1 = 4;
+ if (freq1.y < min_f1) {
+ best_index1 = 5;
+ min_f1 = freq1.y;
+ }
+ if (freq1.z < min_f1) {
+ best_index1 = 6;
+ min_f1 = freq1.z;
+ }
+ if (freq1.w < min_f1) {
+ best_index1 = 7;
+ min_f1 = freq1.w;
+ }
+
+ best_index = mix(best_index0, best_index1, min_f0 < min_f1);
+ }
+
+#else
float depths[16];
int depth_indices[16];
int depth_amount[16];
@@ -91,7 +201,7 @@ void main() {
depth_least = depth_amount[j];
}
}
-
+#endif
best_depth = texelFetch(source_depth, pos, best_index).r;
best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
#ifdef GIPROBE_RESOLVE
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index c3e7e2acbf..ea203c8abe 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -1282,7 +1282,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
} else {
#endif
//hard shadow
- vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, z_norm, 1.0);
+ vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
#ifdef USE_SOFT_SHADOWS
@@ -2371,17 +2371,17 @@ FRAGMENT_SHADER_CODE
if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
- ivec2 coord;
+ vec2 coord;
if (scene_data.gi_upscale_for_msaa) {
- ivec2 base_coord = ivec2(gl_FragCoord.xy);
- ivec2 closest_coord = base_coord;
- float closest_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0).xyz * 2.0 - 1.0);
+ vec2 base_coord = screen_uv;
+ vec2 closest_coord = base_coord;
+ float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0.0).xyz * 2.0 - 1.0);
for (int i = 0; i < 4; i++) {
- const ivec2 neighbours[4] = ivec2[](ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1));
- ivec2 neighbour_coord = base_coord + neighbours[i];
- float neighbour_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0).xyz * 2.0 - 1.0);
+ const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
+ vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size;
+ float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
if (neighbour_ang > closest_ang) {
closest_ang = neighbour_ang;
closest_coord = neighbour_coord;
@@ -2391,11 +2391,11 @@ FRAGMENT_SHADER_CODE
coord = closest_coord;
} else {
- coord = ivec2(gl_FragCoord.xy);
+ coord = screen_uv;
}
- vec4 buffer_ambient = texelFetch(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0);
- vec4 buffer_reflection = texelFetch(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0);
+ vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
+ vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
index a37e32e1fc..e9b79e1560 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
@@ -153,22 +153,22 @@ scene_data;
#define INSTANCE_FLAGS_SKELETON (1 << 19)
#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 20)
-layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
+layout(set = 0, binding = 4, std430) restrict readonly buffer OmniLights {
LightData data[];
}
omni_lights;
-layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
+layout(set = 0, binding = 5, std430) restrict readonly buffer SpotLights {
LightData data[];
}
spot_lights;
-layout(set = 0, binding = 7) buffer restrict readonly ReflectionProbeData {
+layout(set = 0, binding = 6) buffer restrict readonly ReflectionProbeData {
ReflectionData data[];
}
reflections;
-layout(set = 0, binding = 8, std140) uniform DirectionalLights {
+layout(set = 0, binding = 7, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@@ -180,7 +180,7 @@ struct Lightmap {
mat3 normal_xform;
};
-layout(set = 0, binding = 10, std140) restrict readonly buffer Lightmaps {
+layout(set = 0, binding = 8, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
@@ -189,22 +189,20 @@ struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 11, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 9, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 12) uniform texture2D decal_atlas;
-layout(set = 0, binding = 13) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 10) uniform texture2D decal_atlas;
+layout(set = 0, binding = 11) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 14, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 12, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 15) uniform texture2D directional_shadow_atlas;
-
-layout(set = 0, binding = 16, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 13, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
@@ -218,7 +216,7 @@ struct SDFGIProbeCascadeData {
float to_cell; // 1/bounds * grid_size
};
-layout(set = 0, binding = 17, std140) uniform SDFGI {
+layout(set = 0, binding = 14, std140) uniform SDFGI {
vec3 grid_size;
uint max_cascades;
@@ -268,13 +266,15 @@ layout(set = 1, binding = 1) uniform textureCubeArray reflection_atlas;
layout(set = 1, binding = 2) uniform texture2D shadow_atlas;
-layout(set = 1, binding = 3) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+layout(set = 1, binding = 3) uniform texture2D directional_shadow_atlas;
+
+layout(set = 1, binding = 4) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
#ifndef LOW_END_MODE
-layout(set = 1, binding = 4) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+layout(set = 1, binding = 5) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
#endif
-layout(set = 1, binding = 5, std430) buffer restrict readonly ClusterBuffer {
+layout(set = 1, binding = 6, std430) buffer restrict readonly ClusterBuffer {
uint data[];
}
cluster_buffer;
@@ -283,10 +283,10 @@ cluster_buffer;
#ifdef MODE_RENDER_SDF
-layout(r16ui, set = 1, binding = 6) uniform restrict writeonly uimage3D albedo_volume_grid;
-layout(r32ui, set = 1, binding = 7) uniform restrict writeonly uimage3D emission_grid;
-layout(r32ui, set = 1, binding = 8) uniform restrict writeonly uimage3D emission_aniso_grid;
-layout(r32ui, set = 1, binding = 9) uniform restrict uimage3D geom_facing_grid;
+layout(r16ui, set = 1, binding = 7) uniform restrict writeonly uimage3D albedo_volume_grid;
+layout(r32ui, set = 1, binding = 8) uniform restrict writeonly uimage3D emission_grid;
+layout(r32ui, set = 1, binding = 9) uniform restrict writeonly uimage3D emission_aniso_grid;
+layout(r32ui, set = 1, binding = 10) uniform restrict uimage3D geom_facing_grid;
//still need to be present for shaders that use it, so remap them to something
#define depth_buffer shadow_atlas
@@ -295,17 +295,17 @@ layout(r32ui, set = 1, binding = 9) uniform restrict uimage3D geom_facing_grid;
#else
-layout(set = 1, binding = 6) uniform texture2D depth_buffer;
-layout(set = 1, binding = 7) uniform texture2D color_buffer;
+layout(set = 1, binding = 7) uniform texture2D depth_buffer;
+layout(set = 1, binding = 8) uniform texture2D color_buffer;
#ifndef LOW_END_MODE
-layout(set = 1, binding = 8) uniform texture2D normal_roughness_buffer;
-layout(set = 1, binding = 9) uniform texture2D ao_buffer;
-layout(set = 1, binding = 10) uniform texture2D ambient_buffer;
-layout(set = 1, binding = 11) uniform texture2D reflection_buffer;
-layout(set = 1, binding = 12) uniform texture2DArray sdfgi_lightprobe_texture;
-layout(set = 1, binding = 13) uniform texture3D sdfgi_occlusion_cascades;
+layout(set = 1, binding = 9) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 10) uniform texture2D ao_buffer;
+layout(set = 1, binding = 11) uniform texture2D ambient_buffer;
+layout(set = 1, binding = 12) uniform texture2D reflection_buffer;
+layout(set = 1, binding = 13) uniform texture2DArray sdfgi_lightprobe_texture;
+layout(set = 1, binding = 14) uniform texture3D sdfgi_occlusion_cascades;
struct GIProbeData {
mat4 xform;
@@ -323,12 +323,12 @@ struct GIProbeData {
uint mipmaps;
};
-layout(set = 1, binding = 14, std140) uniform GIProbes {
+layout(set = 1, binding = 15, std140) uniform GIProbes {
GIProbeData data[MAX_GI_PROBES];
}
gi_probes;
-layout(set = 1, binding = 15) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 16) uniform texture3D volumetric_fog_texture;
#endif // LOW_END_MODE
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
index 813ea29fa1..e4c3f3a84b 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
@@ -97,6 +97,8 @@ void main() {
float blend = 0.0;
#if 1
+ // No interpolation
+
vec3 inv_dir = 1.0 / ray_dir;
float rough = 0.5;
@@ -161,114 +163,11 @@ void main() {
hit_light *= (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
- if (blend > 0.0) {
- light = mix(light, hit_light, blend);
- blend = 0.0;
- } else {
- light = hit_light;
-
- //process blend
- float blend_from = (float(params.probe_axis_size - 1) / 2.0) - 2.5;
- float blend_to = blend_from + 2.0;
-
- vec3 cam_pos = params.cam_transform[3].xyz - cascades.data[i].offset;
- cam_pos *= cascades.data[i].to_cell;
-
- pos += ray_dir * min(advance, max_advance);
- vec3 inner_pos = pos - cam_pos;
-
- inner_pos = inner_pos * float(params.probe_axis_size - 1) / params.grid_size.x;
-
- float len = length(inner_pos);
-
- inner_pos = abs(normalize(inner_pos));
- len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
-
- if (len >= blend_from) {
- blend = smoothstep(blend_from, blend_to, len);
-
- pos /= cascades.data[i].to_cell;
- pos += cascades.data[i].offset;
- ray_pos = pos;
- hit = false; //continue trace for blend
-
- continue;
- }
- }
+ light = hit_light;
break;
}
- light = mix(light, vec3(0.0), blend);
-
-#else
-
- vec3 inv_dir = 1.0 / ray_dir;
-
- bool hit = false;
- vec4 light_accum = vec4(0.0);
-
- float blend_size = (params.grid_size.x / float(params.probe_axis_size - 1)) * 0.5;
-
- float radius_sizes[MAX_CASCADES];
- for (uint i = 0; i < params.max_cascades; i++) {
- radius_sizes[i] = (1.0 / cascades.data[i].to_cell) * (params.grid_size.x * 0.5 - blend_size);
- }
-
- float max_distance = radius_sizes[params.max_cascades - 1];
- float advance = 0;
- while (advance < max_distance) {
- for (uint i = 0; i < params.max_cascades; i++) {
- if (advance < radius_sizes[i]) {
- vec3 pos = (ray_pos + ray_dir * advance) - cascades.data[i].offset;
- pos *= cascades.data[i].to_cell * pos_to_uvw;
-
- float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), pos).r * 255.0 - 1.0;
-
- vec4 hit_light = vec4(0.0);
- if (distance < 1.0) {
- hit_light.a = max(0.0, 1.0 - distance);
- hit_light.rgb = texture(sampler3D(light_cascades[i], linear_sampler), pos).rgb;
- hit_light.rgb *= hit_light.a;
- }
-
- distance /= cascades.data[i].to_cell;
-
- if (i < (params.max_cascades - 1)) {
- pos = (ray_pos + ray_dir * advance) - cascades.data[i + 1].offset;
- pos *= cascades.data[i + 1].to_cell * pos_to_uvw;
-
- float distance2 = texture(sampler3D(sdf_cascades[i + 1], linear_sampler), pos).r * 255.0 - 1.0;
-
- vec4 hit_light2 = vec4(0.0);
- if (distance2 < 1.0) {
- hit_light2.a = max(0.0, 1.0 - distance2);
- hit_light2.rgb = texture(sampler3D(light_cascades[i + 1], linear_sampler), pos).rgb;
- hit_light2.rgb *= hit_light2.a;
- }
-
- float prev_radius = i == 0 ? 0.0 : radius_sizes[i - 1];
- float blend = (advance - prev_radius) / (radius_sizes[i] - prev_radius);
-
- distance2 /= cascades.data[i + 1].to_cell;
-
- hit_light = mix(hit_light, hit_light2, blend);
- distance = mix(distance, distance2, blend);
- }
-
- light_accum += hit_light;
- advance += distance;
- break;
- }
- }
-
- if (light_accum.a > 0.98) {
- break;
- }
- }
-
- light = light_accum.rgb / light_accum.a;
-
#endif
imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0));
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index ed0a8a4b86..bcdfe8cc85 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -125,7 +125,10 @@ void main() {
uint voxel_index = uint(gl_GlobalInvocationID.x);
//used for skipping voxels every N frames
- voxel_index = params.process_offset + voxel_index * params.process_increment;
+ if (params.process_increment > 1) {
+ voxel_index *= params.process_increment;
+ voxel_index += params.process_offset;
+ }
if (voxel_index >= dispatch_data.total_count) {
return;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index 67630a3aa1..e4f6f4b7ea 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
@@ -39,8 +39,11 @@ layout(rgba32i, set = 0, binding = 13) uniform restrict iimage2D lightprobe_aver
layout(rgba16f, set = 0, binding = 14) uniform restrict writeonly image2DArray lightprobe_ambient_texture;
+#ifdef USE_CUBEMAP_ARRAY
+layout(set = 1, binding = 0) uniform textureCubeArray sky_irradiance;
+#else
layout(set = 1, binding = 0) uniform textureCube sky_irradiance;
-
+#endif
layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
#define HISTORY_BITS 10
@@ -189,14 +192,12 @@ void main() {
vec3 inv_dir = 1.0 / ray_dir;
bool hit = false;
- vec3 hit_normal;
- vec3 hit_light;
- vec3 hit_aniso0;
- vec3 hit_aniso1;
+ uint hit_cascade;
float bias = params.ray_bias;
vec3 abs_ray_dir = abs(ray_dir);
ray_pos += ray_dir * 1.0 / max(abs_ray_dir.x, max(abs_ray_dir.y, abs_ray_dir.z)) * bias / cascades.data[params.cascade].to_cell;
+ vec3 uvw;
for (uint j = params.cascade; j < params.max_cascades; j++) {
//convert to local bounds
@@ -215,14 +216,12 @@ void main() {
float advance = 0.0;
- vec3 uvw;
-
while (advance < max_advance) {
//read how much to advance from SDF
uvw = (pos + ray_dir * advance) * pos_to_uvw;
float distance = texture(sampler3D(sdf_cascades[j], linear_sampler), uvw).r * 255.0 - 1.0;
- if (distance < 0.001) {
+ if (distance < 0.05) {
//consider hit
hit = true;
break;
@@ -232,17 +231,7 @@ void main() {
}
if (hit) {
- const float EPSILON = 0.001;
- hit_normal = normalize(vec3(
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
-
- hit_light = texture(sampler3D(light_cascades[j], linear_sampler), uvw).rgb;
- vec4 aniso0 = texture(sampler3D(aniso0_cascades[j], linear_sampler), uvw);
- hit_aniso0 = aniso0.rgb;
- hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[j], linear_sampler), uvw).rg);
-
+ hit_cascade = j;
break;
}
@@ -255,11 +244,26 @@ void main() {
vec4 light;
if (hit) {
+ const float EPSILON = 0.001;
+ vec3 hit_normal = normalize(vec3(
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
+
+ vec3 hit_light = texture(sampler3D(light_cascades[hit_cascade], linear_sampler), uvw).rgb;
+ vec4 aniso0 = texture(sampler3D(aniso0_cascades[hit_cascade], linear_sampler), uvw);
+ vec3 hit_aniso0 = aniso0.rgb;
+ vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[hit_cascade], linear_sampler), uvw).rg);
+
//one liner magic
light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
light.a = 1.0;
} else if (params.sky_mode == SKY_MODE_SKY) {
+#ifdef USE_CUBEMAP_ARRAY
+ light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+#else
light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+#endif
light.rgb *= params.sky_energy;
light.a = 0.0;
@@ -490,13 +494,15 @@ void main() {
//can't scroll, must look for position in parent cascade
//to global coords
- float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
+ float cell_to_probe = float(params.grid_size.x / float(params.probe_axis_size - 1));
+
+ float probe_cell_size = cell_to_probe / cascades.data[params.cascade].to_cell;
vec3 probe_pos = cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size;
//to parent local coords
+ float probe_cell_size_next = cell_to_probe / cascades.data[params.cascade + 1].to_cell;
probe_pos -= cascades.data[params.cascade + 1].offset;
- probe_pos *= cascades.data[params.cascade + 1].to_cell;
- probe_pos = probe_pos * float(params.probe_axis_size - 1) / float(params.grid_size.x);
+ probe_pos /= probe_cell_size_next;
ivec3 probe_posi = ivec3(probe_pos);
//add up all light, no need to use occlusion here, since occlusion will do its work afterwards
@@ -549,20 +555,28 @@ void main() {
}
} else {
- // clear and let it re-raytrace, only for the last cascade, which happens very un-often
- //scroll
+ //scroll at the edge of the highest cascade, just copy what is there,
+ //since its the closest we have anyway
+
for (uint j = 0; j < params.history_size; j++) {
+ ivec2 tex_pos;
+ tex_pos = probe_cell.xy;
+ tex_pos.x += probe_cell.z * int(params.probe_axis_size);
+
for (int i = 0; i < SH_SIZE; i++) {
// copy from history texture
+ ivec3 src_pos = ivec3(tex_pos.x, tex_pos.y * SH_SIZE + i, int(j));
ivec3 dst_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(j));
- imageStore(lightprobe_history_scroll_texture, dst_pos, ivec4(0));
+ ivec4 value = imageLoad(lightprobe_history_texture, dst_pos);
+ imageStore(lightprobe_history_scroll_texture, dst_pos, value);
}
}
for (int i = 0; i < SH_SIZE; i++) {
// copy from average texture
- ivec2 dst_pos = ivec2(pos.x, pos.y * SH_SIZE + i);
- imageStore(lightprobe_average_scroll_texture, dst_pos, ivec4(0));
+ ivec2 spos = ivec2(pos.x, pos.y * SH_SIZE + i);
+ ivec4 average = imageLoad(lightprobe_average_texture, spos);
+ imageStore(lightprobe_average_scroll_texture, spos, average);
}
}
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index c483898fed..d92642886c 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -95,7 +95,7 @@ public:
virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;
- virtual void directional_shadow_atlas_set_size(int p_size) = 0;
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
/* SKY API */
@@ -140,6 +140,7 @@ public:
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
+ virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
@@ -172,7 +173,7 @@ public:
virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;
virtual RID shadow_atlas_create() = 0;
- virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
+ virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_use_16_bits = false) = 0;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
/* Render Buffers */
@@ -180,6 +181,8 @@ public:
virtual RID render_buffers_create() = 0;
virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) = 0;
+ virtual void gi_set_use_half_resolution(bool p_enable) = 0;
+
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index e1f179aa3b..db601ba49c 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -1253,7 +1253,8 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
scene_render->geometry_instance_set_transform(geom->geometry_instance, p_instance->transform, p_instance->aabb, p_instance->transformed_aabb);
}
- if (p_instance->scenario == nullptr || !p_instance->visible || Math::is_zero_approx(p_instance->transform.basis.determinant())) {
+ // note: we had to remove is equal approx check here, it meant that det == 0.000004 won't work, which is the case for some of our scenes.
+ if (p_instance->scenario == nullptr || !p_instance->visible || p_instance->transform.basis.determinant() == 0) {
p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
return;
}
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 796fb14743..2ffaf48675 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -795,6 +795,7 @@ public:
lightmaps.set_page_pool(p_rid_pool);
reflections.set_page_pool(p_rid_pool);
decals.set_page_pool(p_rid_pool);
+ gi_probes.set_page_pool(p_rid_pool);
mesh_instances.set_page_pool(p_rid_pool);
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
@@ -946,7 +947,7 @@ public:
#define PASSBASE scene_render
- PASS1(directional_shadow_atlas_set_size, int)
+ PASS2(directional_shadow_atlas_set_size, int, bool)
PASS1(gi_probe_set_quality, RS::GIProbeQuality)
/* SKY API */
@@ -995,6 +996,7 @@ public:
PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
+ PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
PASS1RC(int, environment_get_canvas_max_layer, RID)
@@ -1024,10 +1026,11 @@ public:
PASS0R(RID, render_buffers_create)
PASS7(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool)
+ PASS1(gi_set_use_half_resolution, bool)
/* Shadow Atlas */
PASS0R(RID, shadow_atlas_create)
- PASS2(shadow_atlas_set_size, RID, int)
+ PASS3(shadow_atlas_set_size, RID, int, bool)
PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 85353c400d..ecec03db94 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -73,11 +73,11 @@ public:
virtual RID
shadow_atlas_create() = 0;
- virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
+ virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) = 0;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
- virtual void directional_shadow_atlas_set_size(int p_size) = 0;
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
virtual void set_directional_shadow_count(int p_count) = 0;
@@ -136,6 +136,7 @@ public:
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
+ virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
@@ -208,6 +209,7 @@ public:
virtual RID render_buffers_create() = 0;
virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) = 0;
+ virtual void gi_set_use_half_resolution(bool p_enable) = 0;
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
virtual bool screen_space_roughness_limiter_is_active() const = 0;
diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h
index 64c23c7803..7a80c2b0bf 100644
--- a/servers/rendering/renderer_storage.h
+++ b/servers/rendering/renderer_storage.h
@@ -234,6 +234,8 @@ public:
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) = 0;
+ virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 0;
+
virtual void mesh_clear(RID p_mesh) = 0;
virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) = 0;
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 9956e4050b..d52da5b331 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -831,13 +831,14 @@ void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas
viewport->canvas_map[p_canvas].sublayer = p_sublayer;
}
-void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
+void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->shadow_atlas_size = p_size;
+ viewport->shadow_atlas_16_bits = p_16_bits;
- RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
+ RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
}
void RendererViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h
index c3ff52a836..979cbb095b 100644
--- a/servers/rendering/renderer_viewport.h
+++ b/servers/rendering/renderer_viewport.h
@@ -81,6 +81,7 @@ public:
RID shadow_atlas;
int shadow_atlas_size;
+ bool shadow_atlas_16_bits = false;
bool sdf_active;
@@ -217,7 +218,7 @@ public:
void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
- void viewport_set_shadow_atlas_size(RID p_viewport, int p_size);
+ void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = false);
void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
void viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa);
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 9ae3e5819e..70497bcdb3 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -174,8 +174,8 @@ RID RenderingDevice::_uniform_set_create(const Array &p_uniforms, RID p_shader,
return uniform_set_create(uniforms, p_shader, p_shader_set);
}
-Error RenderingDevice::_buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, bool p_sync_with_draw) {
- return buffer_update(p_buffer, p_offset, p_size, p_data.ptr(), p_sync_with_draw);
+Error RenderingDevice::_buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, uint32_t p_post_barrier) {
+ return buffer_update(p_buffer, p_offset, p_size, p_data.ptr(), p_post_barrier);
}
RID RenderingDevice::_render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags) {
@@ -249,7 +249,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("texture_create_shared", "view", "with_texture"), &RenderingDevice::_texture_create_shared);
ClassDB::bind_method(D_METHOD("texture_create_shared_from_slice", "view", "with_texture", "layer", "mipmap", "slice_type"), &RenderingDevice::_texture_create_shared_from_slice, DEFVAL(TEXTURE_SLICE_2D));
- ClassDB::bind_method(D_METHOD("texture_update", "texture", "layer", "data", "sync_with_draw"), &RenderingDevice::texture_update, DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("texture_update", "texture", "layer", "data", "post_barrier"), &RenderingDevice::texture_update, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("texture_get_data", "texture", "layer"), &RenderingDevice::texture_get_data);
ClassDB::bind_method(D_METHOD("texture_is_format_supported_for_usage", "format", "usage_flags"), &RenderingDevice::texture_is_format_supported_for_usage);
@@ -257,9 +257,9 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("texture_is_shared", "texture"), &RenderingDevice::texture_is_shared);
ClassDB::bind_method(D_METHOD("texture_is_valid", "texture"), &RenderingDevice::texture_is_valid);
- ClassDB::bind_method(D_METHOD("texture_copy", "from_texture", "to_texture", "from_pos", "to_pos", "size", "src_mipmap", "dst_mipmap", "src_layer", "dst_layer", "sync_with_draw"), &RenderingDevice::texture_copy, DEFVAL(false));
- ClassDB::bind_method(D_METHOD("texture_clear", "texture", "color", "base_mipmap", "mipmap_count", "base_layer", "layer_count", "sync_with_draw"), &RenderingDevice::texture_clear, DEFVAL(false));
- ClassDB::bind_method(D_METHOD("texture_resolve_multisample", "from_texture", "to_texture", "sync_with_draw"), &RenderingDevice::texture_resolve_multisample, DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("texture_copy", "from_texture", "to_texture", "from_pos", "to_pos", "size", "src_mipmap", "dst_mipmap", "src_layer", "dst_layer", "post_barrier"), &RenderingDevice::texture_copy, DEFVAL(BARRIER_MASK_ALL));
+ ClassDB::bind_method(D_METHOD("texture_clear", "texture", "color", "base_mipmap", "mipmap_count", "base_layer", "layer_count", "post_barrier"), &RenderingDevice::texture_clear, DEFVAL(BARRIER_MASK_ALL));
+ ClassDB::bind_method(D_METHOD("texture_resolve_multisample", "from_texture", "to_texture", "post_barrier"), &RenderingDevice::texture_resolve_multisample, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("framebuffer_format_create", "attachments"), &RenderingDevice::_framebuffer_format_create);
ClassDB::bind_method(D_METHOD("framebuffer_format_create_empty", "samples"), &RenderingDevice::framebuffer_format_create_empty, DEFVAL(TEXTURE_SAMPLES_1));
@@ -287,8 +287,8 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("uniform_set_create", "uniforms", "shader", "shader_set"), &RenderingDevice::_uniform_set_create);
ClassDB::bind_method(D_METHOD("uniform_set_is_valid", "uniform_set"), &RenderingDevice::uniform_set_is_valid);
- ClassDB::bind_method(D_METHOD("buffer_update", "buffer", "offset", "size_bytes", "data", "sync_with_draw"), &RenderingDevice::_buffer_update, DEFVAL(true));
- ClassDB::bind_method(D_METHOD("buffer_clear", "buffer", "offset", "size_bytes", "sync_with_draw"), &RenderingDevice::_buffer_update, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("buffer_update", "buffer", "offset", "size_bytes", "data", "post_barrier"), &RenderingDevice::_buffer_update, DEFVAL(BARRIER_MASK_ALL));
+ ClassDB::bind_method(D_METHOD("buffer_clear", "buffer", "offset", "size_bytes", "post_barrier"), &RenderingDevice::buffer_clear, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("buffer_get_data", "buffer"), &RenderingDevice::buffer_get_data);
ClassDB::bind_method(D_METHOD("render_pipeline_create", "shader", "framebuffer_format", "vertex_format", "primitive", "rasterization_state", "multisample_state", "stencil_state", "color_blend_state", "dynamic_state_flags"), &RenderingDevice::_render_pipeline_create, DEFVAL(0));
@@ -317,7 +317,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("draw_list_enable_scissor", "draw_list", "rect"), &RenderingDevice::draw_list_enable_scissor, DEFVAL(Rect2i()));
ClassDB::bind_method(D_METHOD("draw_list_disable_scissor", "draw_list"), &RenderingDevice::draw_list_disable_scissor);
- ClassDB::bind_method(D_METHOD("draw_list_end"), &RenderingDevice::draw_list_end);
+ ClassDB::bind_method(D_METHOD("draw_list_end", "post_barrier"), &RenderingDevice::draw_list_end, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("compute_list_begin"), &RenderingDevice::compute_list_begin);
ClassDB::bind_method(D_METHOD("compute_list_bind_compute_pipeline", "compute_list", "compute_pipeline"), &RenderingDevice::compute_list_bind_compute_pipeline);
@@ -325,11 +325,11 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("compute_list_bind_uniform_set", "compute_list", "uniform_set", "set_index"), &RenderingDevice::compute_list_bind_uniform_set);
ClassDB::bind_method(D_METHOD("compute_list_dispatch", "compute_list", "x_groups", "y_groups", "z_groups"), &RenderingDevice::compute_list_dispatch);
ClassDB::bind_method(D_METHOD("compute_list_add_barrier", "compute_list"), &RenderingDevice::compute_list_add_barrier);
- ClassDB::bind_method(D_METHOD("compute_list_end"), &RenderingDevice::compute_list_end);
+ ClassDB::bind_method(D_METHOD("compute_list_end", "post_barrier"), &RenderingDevice::compute_list_end, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("free", "rid"), &RenderingDevice::free);
- ClassDB::bind_method(D_METHOD("capture_timestamp", "name", "sync_to_draw"), &RenderingDevice::capture_timestamp);
+ ClassDB::bind_method(D_METHOD("capture_timestamp", "name"), &RenderingDevice::capture_timestamp);
ClassDB::bind_method(D_METHOD("get_captured_timestamps_count"), &RenderingDevice::get_captured_timestamps_count);
ClassDB::bind_method(D_METHOD("get_captured_timestamps_frame"), &RenderingDevice::get_captured_timestamps_frame);
ClassDB::bind_method(D_METHOD("get_captured_timestamp_gpu_time", "index"), &RenderingDevice::get_captured_timestamp_gpu_time);
@@ -341,8 +341,22 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("submit"), &RenderingDevice::submit);
ClassDB::bind_method(D_METHOD("sync"), &RenderingDevice::sync);
+ ClassDB::bind_method(D_METHOD("barrier", "from", "to"), &RenderingDevice::barrier, DEFVAL(BARRIER_MASK_ALL), DEFVAL(BARRIER_MASK_ALL));
+ ClassDB::bind_method(D_METHOD("full_barrier"), &RenderingDevice::full_barrier);
+
ClassDB::bind_method(D_METHOD("create_local_device"), &RenderingDevice::create_local_device);
+ ClassDB::bind_method(D_METHOD("set_resource_name", "id", "name"), &RenderingDevice::set_resource_name);
+
+ ClassDB::bind_method(D_METHOD("draw_command_begin_label", "name", "color"), &RenderingDevice::draw_command_begin_label);
+ ClassDB::bind_method(D_METHOD("draw_command_insert_label", "name", "color"), &RenderingDevice::draw_command_insert_label);
+ ClassDB::bind_method(D_METHOD("draw_command_end_label"), &RenderingDevice::draw_command_end_label);
+
+ BIND_CONSTANT(BARRIER_MASK_RASTER);
+ BIND_CONSTANT(BARRIER_MASK_COMPUTE);
+ BIND_CONSTANT(BARRIER_MASK_TRANSFER);
+ BIND_CONSTANT(BARRIER_MASK_ALL);
+
BIND_ENUM_CONSTANT(DATA_FORMAT_R4G4_UNORM_PACK8);
BIND_ENUM_CONSTANT(DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
BIND_ENUM_CONSTANT(DATA_FORMAT_B4G4R4A4_UNORM_PACK16);
@@ -745,6 +759,7 @@ void RenderingDevice::_bind_methods() {
BIND_ENUM_CONSTANT(DYNAMIC_STATE_STENCIL_REFERENCE);
BIND_ENUM_CONSTANT(INITIAL_ACTION_CLEAR); //start rendering and clear the framebuffer (supply params)
+ BIND_ENUM_CONSTANT(INITIAL_ACTION_CLEAR_REGION); //start rendering and clear the framebuffer (supply params)
BIND_ENUM_CONSTANT(INITIAL_ACTION_KEEP); //start rendering); but keep attached color texture contents (depth will be cleared)
BIND_ENUM_CONSTANT(INITIAL_ACTION_DROP); //start rendering); ignore what is there); just write above it
BIND_ENUM_CONSTANT(INITIAL_ACTION_CONTINUE); //continue rendering (framebuffer must have been left in "continue" state as final action previously)
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index f67e4dfbab..47ef54cef7 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -336,6 +336,17 @@ public:
};
/*****************/
+ /**** BARRIER ****/
+ /*****************/
+
+ enum BarrierMask {
+ BARRIER_MASK_RASTER = 1,
+ BARRIER_MASK_COMPUTE = 2,
+ BARRIER_MASK_TRANSFER = 4,
+ BARRIER_MASK_ALL = BARRIER_MASK_RASTER | BARRIER_MASK_COMPUTE | BARRIER_MASK_TRANSFER
+ };
+
+ /*****************/
/**** TEXTURE ****/
/*****************/
@@ -438,16 +449,16 @@ public:
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0;
- virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, bool p_sync_with_draw = false) = 0; //this function can be used from any thread and it takes effect at the beginning of the frame, unless sync with draw is used, which is used to mix updates with draw calls
+ virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer) = 0; // CPU textures will return immediately, while GPU textures will most likely force a flush
virtual bool texture_is_format_supported_for_usage(DataFormat p_format, uint32_t p_usage) const = 0;
virtual bool texture_is_shared(RID p_texture) = 0;
virtual bool texture_is_valid(RID p_texture) = 0;
- virtual Error texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, bool p_sync_with_draw = false) = 0;
- virtual Error texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, bool p_sync_with_draw = false) = 0;
- virtual Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture, bool p_sync_with_draw = false) = 0;
+ virtual Error texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
+ virtual Error texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
+ virtual Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
/*********************/
/**** FRAMEBUFFER ****/
@@ -649,8 +660,8 @@ 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;
- virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, bool p_sync_with_draw = false) = 0; //this function can be used from any thread and it takes effect at the beginning of the frame, unless sync with draw is used, which is used to mix updates with draw calls
- virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, bool p_sync_with_draw = false) = 0;
+ virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
+ virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Vector<uint8_t> buffer_get_data(RID p_buffer) = 0; //this causes stall, only use to retrieve large buffers for saving
/*************************/
@@ -931,7 +942,8 @@ public:
/********************/
enum InitialAction {
- INITIAL_ACTION_CLEAR, //start rendering and clear the framebuffer (supply params)
+ INITIAL_ACTION_CLEAR, //start rendering and clear the whole framebuffer (region or not) (supply params)
+ INITIAL_ACTION_CLEAR_REGION, //start rendering and clear the framebuffer in the specified region (supply params)
INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared)
INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it
INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously)
@@ -963,7 +975,7 @@ public:
virtual void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect) = 0;
virtual void draw_list_disable_scissor(DrawListID p_list) = 0;
- virtual void draw_list_end() = 0;
+ virtual void draw_list_end(uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
/***********************/
/**** COMPUTE LISTS ****/
@@ -980,8 +992,9 @@ public:
virtual void compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset) = 0;
virtual void compute_list_add_barrier(ComputeListID p_list) = 0;
- virtual void compute_list_end() = 0;
+ virtual void compute_list_end(uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
+ virtual void barrier(uint32_t p_from = BARRIER_MASK_ALL, uint32_t p_to = BARRIER_MASK_ALL) = 0;
virtual void full_barrier() = 0;
/***************/
@@ -994,7 +1007,7 @@ public:
/**** Timing ****/
/****************/
- virtual void capture_timestamp(const String &p_name, bool p_sync_to_draw) = 0;
+ virtual void capture_timestamp(const String &p_name) = 0;
virtual uint32_t get_captured_timestamps_count() const = 0;
virtual uint64_t get_captured_timestamps_frame() const = 0;
virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const = 0;
@@ -1059,6 +1072,12 @@ public:
virtual RenderingDevice *create_local_device() = 0;
+ virtual void set_resource_name(RID p_id, const String p_name) = 0;
+
+ virtual void draw_command_begin_label(String p_label_name, const Color p_color = Color(1, 1, 1, 1)) = 0;
+ virtual void draw_command_insert_label(String p_label_name, const Color p_color = Color(1, 1, 1, 1)) = 0;
+ virtual void draw_command_end_label() = 0;
+
static RenderingDevice *get_singleton();
RenderingDevice();
@@ -1078,7 +1097,7 @@ protected:
RID _uniform_set_create(const Array &p_uniforms, RID p_shader, uint32_t p_shader_set);
- Error _buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, bool p_sync_with_draw = false);
+ Error _buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL);
RID _render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags = 0);
diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp
index 8c6e97a0af..360b333454 100644
--- a/servers/rendering/rendering_server_default.cpp
+++ b/servers/rendering/rendering_server_default.cpp
@@ -162,6 +162,51 @@ void RenderingServerDefault::draw(bool p_swap_buffers, double frame_step) {
}
frame_profile_frame = RSG::storage->get_captured_timestamps_frame();
+
+ if (print_gpu_profile) {
+ if (print_frame_profile_ticks_from == 0) {
+ print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
+ }
+ float total_time = 0.0;
+
+ for (int i = 0; i < frame_profile.size() - 1; i++) {
+ String name = frame_profile[i].name;
+ if (name[0] == '<' || name[0] == '>') {
+ continue;
+ }
+
+ float time = frame_profile[i + 1].gpu_msec - frame_profile[i].gpu_msec;
+
+ if (name[0] != '<' && name[0] != '>') {
+ if (print_gpu_profile_task_time.has(name)) {
+ print_gpu_profile_task_time[name] += time;
+ } else {
+ print_gpu_profile_task_time[name] = time;
+ }
+ }
+ }
+
+ if (frame_profile.size()) {
+ total_time = frame_profile[frame_profile.size() - 1].gpu_msec;
+ }
+
+ uint64_t ticks_elapsed = OS::get_singleton()->get_ticks_usec() - print_frame_profile_ticks_from;
+ print_frame_profile_frame_count++;
+ if (ticks_elapsed > 1000000) {
+ print_line("GPU PROFILE (total " + rtos(total_time) + "ms): ");
+
+ float print_threshold = 0.01;
+ for (OrderedHashMap<String, float>::Element E = print_gpu_profile_task_time.front(); E; E = E.next()) {
+ float time = E.value() / float(print_frame_profile_frame_count);
+ if (time > print_threshold) {
+ print_line("\t-" + E.key() + ": " + rtos(time) + "ms");
+ }
+ }
+ print_gpu_profile_task_time.clear();
+ print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
+ print_frame_profile_frame_count = 0;
+ }
+ }
}
float RenderingServerDefault::get_frame_setup_time_cpu() const {
@@ -232,6 +277,11 @@ void RenderingServerDefault::sdfgi_set_debug_probe_select(const Vector3 &p_posit
RSG::scene->sdfgi_set_debug_probe_select(p_position, p_dir);
}
+void RenderingServerDefault::set_print_gpu_profile(bool p_enable) {
+ RSG::storage->capturing_timestamps = p_enable;
+ print_gpu_profile = p_enable;
+}
+
RID RenderingServerDefault::get_test_cube() {
if (!test_cube.is_valid()) {
test_cube = _make_test_cube();
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 71f459f34a..83afd9096d 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -32,6 +32,7 @@
#define RENDERING_SERVER_DEFAULT_H
#include "core/math/octree.h"
+#include "core/templates/ordered_hash_map.h"
#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "renderer_viewport.h"
@@ -74,6 +75,12 @@ class RenderingServerDefault : public RenderingServer {
float frame_setup_time = 0;
+ //for printing
+ bool print_gpu_profile = false;
+ OrderedHashMap<String, float> print_gpu_profile_task_time;
+ uint64_t print_frame_profile_ticks_from = 0;
+ uint32_t print_frame_profile_frame_count = 0;
+
public:
//if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
//#define DEBUG_CHANGES
@@ -267,6 +274,8 @@ public:
BIND2(mesh_set_custom_aabb, RID, const AABB &)
BIND1RC(AABB, mesh_get_custom_aabb, RID)
+ BIND2(mesh_set_shadow_mesh, RID, RID)
+
BIND1(mesh_clear, RID)
/* MULTIMESH API */
@@ -544,7 +553,7 @@ public:
BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
BIND4(viewport_set_canvas_stacking, RID, RID, int, int)
- BIND2(viewport_set_shadow_atlas_size, RID, int)
+ BIND3(viewport_set_shadow_atlas_size, RID, int, bool)
BIND3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
BIND2(viewport_set_msaa, RID, ViewportMSAA)
@@ -565,7 +574,7 @@ public:
//from now on, calls forwarded to this singleton
#define BINDBASE RSG::scene
- BIND1(directional_shadow_atlas_set_size, int)
+ BIND2(directional_shadow_atlas_set_size, int, bool)
BIND1(gi_probe_set_quality, GIProbeQuality)
/* SKY API */
@@ -616,6 +625,7 @@ public:
BIND11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
BIND1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
BIND1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
+ BIND1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight)
BIND3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
@@ -688,6 +698,8 @@ public:
BIND3R(TypedArray<Image>, bake_render_uv2, RID, const Vector<RID> &, const Size2i &)
+ BIND1(gi_set_use_half_resolution, bool)
+
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE RSG::canvas
@@ -865,6 +877,8 @@ public:
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
+ virtual void set_print_gpu_profile(bool p_enable);
+
RenderingServerDefault();
~RenderingServerDefault();
diff --git a/servers/rendering/rendering_server_wrap_mt.cpp b/servers/rendering/rendering_server_wrap_mt.cpp
index 3572c4dc78..9b8d35e5b3 100644
--- a/servers/rendering/rendering_server_wrap_mt.cpp
+++ b/servers/rendering/rendering_server_wrap_mt.cpp
@@ -97,7 +97,7 @@ void RenderingServerWrapMT::init() {
print_verbose("RenderingServerWrapMT: Creating render thread");
DisplayServer::get_singleton()->release_rendering_thread();
if (create_thread) {
- thread = Thread::create(_thread_callback, this);
+ thread.start(_thread_callback, this);
print_verbose("RenderingServerWrapMT: Starting render thread");
}
while (!draw_thread_up) {
@@ -136,12 +136,9 @@ void RenderingServerWrapMT::finish() {
canvas_light_occluder_free_cached_ids();
canvas_occluder_polygon_free_cached_ids();
- if (thread) {
+ if (create_thread) {
command_queue.push(this, &RenderingServerWrapMT::thread_exit);
- Thread::wait_to_finish(thread);
- memdelete(thread);
-
- thread = nullptr;
+ thread.wait_to_finish();
} else {
rendering_server->finish();
}
@@ -160,7 +157,6 @@ RenderingServerWrapMT::RenderingServerWrapMT(RenderingServer *p_contained, bool
rendering_server = p_contained;
create_thread = p_create_thread;
- thread = nullptr;
draw_pending = 0;
draw_thread_up = false;
pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index 3db90c32df..f8e73654a0 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -46,7 +46,7 @@ class RenderingServerWrapMT : public RenderingServer {
Thread::ID server_thread;
volatile bool exit;
- Thread *thread;
+ Thread thread;
volatile bool draw_thread_up;
bool create_thread;
@@ -172,6 +172,7 @@ public:
FUNC2(mesh_set_custom_aabb, RID, const AABB &)
FUNC1RC(AABB, mesh_get_custom_aabb, RID)
+ FUNC2(mesh_set_shadow_mesh, RID, RID)
FUNC1(mesh_clear, RID)
/* MULTIMESH API */
@@ -445,7 +446,7 @@ public:
FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
- FUNC2(viewport_set_shadow_atlas_size, RID, int)
+ FUNC3(viewport_set_shadow_atlas_size, RID, int, bool)
FUNC3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
@@ -470,7 +471,7 @@ public:
return rendering_server->viewport_get_measured_render_time_gpu(p_viewport);
}
- FUNC1(directional_shadow_atlas_set_size, int)
+ FUNC2(directional_shadow_atlas_set_size, int, bool)
/* SKY API */
@@ -507,6 +508,7 @@ public:
FUNC11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
+ FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight)
FUNC11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
FUNC1(environment_glow_set_use_bicubic_upscale, bool)
@@ -744,6 +746,8 @@ public:
return rendering_server->get_video_adapter_vendor();
}
+ FUNC1(gi_set_use_half_resolution, bool)
+
FUNC4(set_boot_image, const Ref<Image> &, const Color &, bool, bool)
FUNC1(set_default_clear_color, const Color &)
@@ -786,6 +790,10 @@ public:
rendering_server->sdfgi_set_debug_probe_select(p_position, p_dir);
}
+ virtual void set_print_gpu_profile(bool p_enable) {
+ rendering_server->set_print_gpu_profile(p_enable);
+ }
+
RenderingServerWrapMT(RenderingServer *p_contained, bool p_create_thread);
~RenderingServerWrapMT();
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 2fa3355d2f..e6415c0258 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -643,7 +643,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
}
if (hexa_found) {
- tk.constant = (double)str.hex_to_int(true);
+ tk.constant = (double)str.hex_to_int();
} else {
tk.constant = str.to_float();
}
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 23716263b5..7059045a5d 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -242,22 +242,24 @@ RID RenderingServer::_make_test_cube() {
RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {
Vector<Vector3> vertices;
Vector<Vector3> normals;
+ const double lat_step = Math_TAU / p_lats;
+ const double lon_step = Math_TAU / p_lons;
for (int i = 1; i <= p_lats; i++) {
- double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
+ double lat0 = lat_step * (i - 1) - Math_TAU / 4;
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
- double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
+ double lat1 = lat_step * i - Math_TAU / 4;
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for (int j = p_lons; j >= 1; j--) {
- double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
+ double lng0 = lon_step * (j - 1);
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
- double lng1 = 2 * Math_PI * (double)(j) / p_lons;
+ double lng1 = lon_step * j;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
@@ -1661,7 +1663,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("viewport_set_transparent_background", "viewport", "enabled"), &RenderingServer::viewport_set_transparent_background);
ClassDB::bind_method(D_METHOD("viewport_set_global_canvas_transform", "viewport", "transform"), &RenderingServer::viewport_set_global_canvas_transform);
ClassDB::bind_method(D_METHOD("viewport_set_canvas_stacking", "viewport", "canvas", "layer", "sublayer"), &RenderingServer::viewport_set_canvas_stacking);
- ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size"), &RenderingServer::viewport_set_shadow_atlas_size);
+ ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size", "use_16_bits"), &RenderingServer::viewport_set_shadow_atlas_size, DEFVAL(false));
ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &RenderingServer::viewport_set_shadow_atlas_quadrant_subdivision);
ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &RenderingServer::viewport_set_msaa);
ClassDB::bind_method(D_METHOD("viewport_set_use_debanding", "viewport", "enable"), &RenderingServer::viewport_set_use_debanding);
@@ -2272,6 +2274,7 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/quality/directional_shadow/soft_shadow_quality", 2);
GLOBAL_DEF("rendering/quality/directional_shadow/soft_shadow_quality.mobile", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
+ GLOBAL_DEF("rendering/quality/directional_shadow/16_bits", true);
GLOBAL_DEF("rendering/quality/shadows/soft_shadow_quality", 2);
GLOBAL_DEF("rendering/quality/shadows/soft_shadow_quality.mobile", 0);
@@ -2282,18 +2285,6 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/quality/rd_renderer/use_low_end_renderer", false);
GLOBAL_DEF("rendering/quality/rd_renderer/use_low_end_renderer.mobile", true);
- GLOBAL_DEF("rendering/quality/shadow_atlas/size", 4096);
- GLOBAL_DEF("rendering/quality/shadow_atlas/size.mobile", 2048);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/size", PROPERTY_HINT_RANGE, "256,16384"));
- GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_0_subdiv", 1);
- GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_1_subdiv", 2);
- GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_2_subdiv", 3);
- GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_3_subdiv", 4);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_0_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_1_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_2_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_3_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
-
GLOBAL_DEF("rendering/quality/reflections/roughness_layers", 8);
GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true);
GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false);
@@ -2304,6 +2295,8 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_size.mobile", 128);
GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_count", 64);
+ GLOBAL_DEF("rendering/quality/gi/use_half_resolution", false);
+
GLOBAL_DEF("rendering/quality/gi_probes/anisotropic", false);
GLOBAL_DEF("rendering/quality/gi_probes/quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/gi_probes/quality", PropertyInfo(Variant::INT, "rendering/quality/gi_probes/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"));
@@ -2367,10 +2360,12 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/lightmapper/probe_capture_update_speed", 15);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/lightmapper/probe_capture_update_speed", PropertyInfo(Variant::FLOAT, "rendering/lightmapper/probe_capture_update_speed", PROPERTY_HINT_RANGE, "0.001,256,0.001"));
- GLOBAL_DEF("rendering/sdfgi/probe_ray_count", 2);
+ GLOBAL_DEF("rendering/sdfgi/probe_ray_count", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/sdfgi/probe_ray_count", PropertyInfo(Variant::INT, "rendering/sdfgi/probe_ray_count", PROPERTY_HINT_ENUM, "8 (Fastest),16,32,64,96,128 (Slowest)"));
- GLOBAL_DEF("rendering/sdfgi/frames_to_converge", 1);
+ GLOBAL_DEF("rendering/sdfgi/frames_to_converge", 4);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/sdfgi/frames_to_converge", PropertyInfo(Variant::INT, "rendering/sdfgi/frames_to_converge", PROPERTY_HINT_ENUM, "5 (Less Latency but Lower Quality),10,15,20,25,30 (More Latency but Higher Quality)"));
+ GLOBAL_DEF("rendering/sdfgi/frames_to_update_lights", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/sdfgi/frames_to_update_lights", PropertyInfo(Variant::INT, "rendering/sdfgi/frames_to_update_lights", PROPERTY_HINT_ENUM, "1 (Slower),2,4,8,16 (Faster)"));
GLOBAL_DEF("rendering/volumetric_fog/volume_size", 64);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/volume_size", PropertyInfo(Variant::INT, "rendering/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1"));
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 1d83f1ae48..fd8d8cd21d 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -354,6 +354,8 @@ public:
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
+ virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 0;
+
virtual void mesh_clear(RID p_mesh) = 0;
/* MULTIMESH API */
@@ -798,7 +800,7 @@ public:
virtual void viewport_set_sdf_oversize_and_scale(RID p_viewport, ViewportSDFOversize p_oversize, ViewportSDFScale p_scale) = 0;
- virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size) = 0;
+ virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = false) = 0;
virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0;
enum ViewportMSAA {
@@ -868,7 +870,7 @@ public:
virtual float viewport_get_measured_render_time_cpu(RID p_viewport) const = 0;
virtual float viewport_get_measured_render_time_gpu(RID p_viewport) const = 0;
- virtual void directional_shadow_atlas_set_size(int p_size) = 0;
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
/* SKY API */
@@ -986,6 +988,7 @@ public:
virtual void environment_set_sdfgi(RID p_env, bool p_enable, EnvironmentSDFGICascades p_cascades, float p_min_cell_size, EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
enum EnvironmentSDFGIRayCount {
+ ENV_SDFGI_RAY_COUNT_4,
ENV_SDFGI_RAY_COUNT_8,
ENV_SDFGI_RAY_COUNT_16,
ENV_SDFGI_RAY_COUNT_32,
@@ -1009,6 +1012,17 @@ public:
virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0;
+ enum EnvironmentSDFGIFramesToUpdateLight {
+ ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME,
+ ENV_SDFGI_UPDATE_LIGHT_IN_2_FRAMES,
+ ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES,
+ ENV_SDFGI_UPDATE_LIGHT_IN_8_FRAMES,
+ ENV_SDFGI_UPDATE_LIGHT_IN_16_FRAMES,
+ ENV_SDFGI_UPDATE_LIGHT_MAX,
+ };
+
+ virtual void environment_set_sdfgi_frames_to_update_light(EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
+
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
enum EnvVolumetricFogShadowFilter {
@@ -1430,6 +1444,8 @@ public:
virtual float get_frame_setup_time_cpu() const = 0;
+ virtual void gi_set_use_half_resolution(bool p_enable) = 0;
+
/* TESTING */
virtual RID get_test_cube() = 0;
@@ -1462,6 +1478,8 @@ public:
virtual bool is_low_end() const = 0;
+ virtual void set_print_gpu_profile(bool p_enable) = 0;
+
RenderingDevice *create_local_rendering_device() const;
bool is_render_loop_enabled() const;