diff options
Diffstat (limited to 'servers')
45 files changed, 2832 insertions, 2483 deletions
diff --git a/servers/rendering/dummy/rasterizer_scene_dummy.h b/servers/rendering/dummy/rasterizer_scene_dummy.h index 0d368b765a..7dac1f5966 100644 --- a/servers/rendering/dummy/rasterizer_scene_dummy.h +++ b/servers/rendering/dummy/rasterizer_scene_dummy.h @@ -106,10 +106,10 @@ public: /* SDFGI UPDATE */ - void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {} - int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; } - AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); } - uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; } + void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {} + int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override { return 0; } + AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override { return AABB(); } + uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override { return 0; } /* SKY API */ @@ -180,7 +180,7 @@ public: void voxel_gi_set_quality(RS::VoxelGIQuality) override {} - void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {} + void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {} void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {} void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override {} @@ -188,8 +188,7 @@ public: void set_time(double p_time, double p_step) override {} void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override {} - RID render_buffers_create() override { return RID(); } - void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override {} + Ref<RenderSceneBuffers> render_buffers_create() override { return Ref<RenderSceneBuffers>(); } void gi_set_use_half_resolution(bool p_enable) override {} void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override {} diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index 70f5fc4a6a..53237c1dfb 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -705,7 +705,7 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con RD::get_singleton()->compute_list_end(); } -void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) { +void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer."); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); @@ -713,6 +713,9 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); + RID half_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_half_texture); + RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture); + memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW; @@ -737,14 +740,14 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); - RD::Uniform u_rd_texture_half(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_rd_texture_half })); + RD::Uniform u_half_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_half_texture })); RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode); ERR_FAIL_COND(shader.is_null()); //HORIZONTAL - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half))); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(half_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(half_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); if (p_auto_exposure.is_valid() && p_first_pass) { RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure })); @@ -764,9 +767,9 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc ERR_FAIL_COND(shader.is_null()); //VERTICAL - draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_rd_texture_half), 0); + draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); blur_raster.push_constant.flags = base_flags; @@ -810,9 +813,11 @@ void CopyEffects::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const RD::get_singleton()->compute_list_end(); } -void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) { +void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer."); + RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture); + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); @@ -833,8 +838,8 @@ void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebu RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, mode); ERR_FAIL_COND(shader.is_null()); - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h index f82726d654..0ddb60ebef 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.h +++ b/servers/rendering/renderer_rd/effects/copy_effects.h @@ -322,10 +322,10 @@ public: void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false); void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0); - void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0); + void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0); void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); - void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size); + void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); diff --git a/servers/rendering/renderer_rd/effects/fsr.cpp b/servers/rendering/renderer_rd/effects/fsr.cpp new file mode 100644 index 0000000000..5fde24a926 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/fsr.cpp @@ -0,0 +1,127 @@ +/*************************************************************************/ +/* fsr.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "fsr.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" + +using namespace RendererRD; + +FSR::FSR() { + Vector<String> FSR_upscale_modes; + +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though. + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); +#else + // Everyone else can use normal mode when available. + if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) { + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n"); + } else { + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); + } +#endif + + fsr_shader.initialize(FSR_upscale_modes); + + shader_version = fsr_shader.version_create(); + pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, 0)); +} + +FSR::~FSR() { + fsr_shader.version_free(shader_version); +} + +void FSR::fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + Size2i internal_size = p_render_buffers->get_internal_size(); + Size2i target_size = p_render_buffers->get_target_size(); + float fsr_upscale_sharpness = p_render_buffers->get_fsr_sharpness(); + + if (!p_render_buffers->has_texture(SNAME("FSR"), SNAME("upscale_texture"))) { + RD::DataFormat format = p_render_buffers->get_base_data_format(); + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + uint32_t layers = 1; // we only need one layer, in multiview we're processing one layer at a time. + + p_render_buffers->create_texture(SNAME("FSR"), SNAME("upscale_texture"), format, usage_bits, RD::TEXTURE_SAMPLES_1, target_size, layers); + } + + RID upscale_texture = p_render_buffers->get_texture(SNAME("FSR"), SNAME("upscale_texture")); + + FSRUpscalePushConstant push_constant; + memset(&push_constant, 0, sizeof(FSRUpscalePushConstant)); + + int dispatch_x = (target_size.x + 15) / 16; + int dispatch_y = (target_size.y + 15) / 16; + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline); + + push_constant.resolution_width = internal_size.width; + push_constant.resolution_height = internal_size.height; + push_constant.upscaled_width = target_size.width; + push_constant.upscaled_height = target_size.height; + push_constant.sharpness = fsr_upscale_sharpness; + + RID shader = fsr_shader.version_get_shader(shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + //FSR Easc + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, p_source_rd_texture }); + RD::Uniform u_upscale_texture(RD::UNIFORM_TYPE_IMAGE, 0, { upscale_texture }); + + push_constant.pass = FSR_UPSCALE_PASS_EASU; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_upscale_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant)); + + RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //FSR Rcas + RD::Uniform u_upscale_texture_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, upscale_texture }); + RD::Uniform u_destination_texture(RD::UNIFORM_TYPE_IMAGE, 0, { p_destination_texture }); + + push_constant.pass = FSR_UPSCALE_PASS_RCAS; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_texture_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_destination_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant)); + + RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); + + RD::get_singleton()->compute_list_end(compute_list); +} diff --git a/servers/rendering/renderer_rd/effects/fsr.h b/servers/rendering/renderer_rd/effects/fsr.h new file mode 100644 index 0000000000..1adfba527a --- /dev/null +++ b/servers/rendering/renderer_rd/effects/fsr.h @@ -0,0 +1,73 @@ +/*************************************************************************/ +/* fsr.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef FSR_RD_H +#define FSR_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +namespace RendererRD { + +class FSR { +public: + FSR(); + ~FSR(); + + void fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture); + +private: + enum FSRUpscalePass { + FSR_UPSCALE_PASS_EASU = 0, + FSR_UPSCALE_PASS_RCAS = 1 + }; + + struct FSRUpscalePushConstant { + float resolution_width; + float resolution_height; + float upscaled_width; + float upscaled_height; + float sharpness; + int pass; + int _unused0, _unused1; + }; + + FsrUpscaleShaderRD fsr_shader; + RID shader_version; + RID pipeline; +}; + +} // namespace RendererRD + +#endif // FSR_RD_H diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp index 874409b885..315bea2e67 100644 --- a/servers/rendering/renderer_rd/effects/ss_effects.cpp +++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp @@ -32,6 +32,7 @@ #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" using namespace RendererRD; @@ -333,6 +334,22 @@ SSEffects::SSEffects() { } } } + + // Subsurface scattering + { + Vector<String> sss_modes; + sss_modes.push_back("\n#define USE_11_SAMPLES\n"); + sss_modes.push_back("\n#define USE_17_SAMPLES\n"); + sss_modes.push_back("\n#define USE_25_SAMPLES\n"); + + sss.shader.initialize(sss_modes); + + sss.shader_version = sss.shader.version_create(); + + for (int i = 0; i < sss_modes.size(); i++) { + sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i)); + } + } } SSEffects::~SSEffects() { @@ -376,6 +393,11 @@ SSEffects::~SSEffects() { RD::get_singleton()->free(ssao.importance_map_load_counter); } + { + // Cleanup Subsurface scattering + sss.shader.version_free(sss.shader_version); + } + singleton = nullptr; } @@ -1713,3 +1735,73 @@ void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) { p_ssr_buffers.normal_scaled = RID(); } } + +/* Subsurface scattering */ + +void SSEffects::sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + // Our intermediate buffer is only created if we haven't created it already. + RD::DataFormat format = p_render_buffers->get_base_data_format(); + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + uint32_t layers = 1; // We only need one layer, we're handling one view at a time + uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH); + RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps); + + Plane p = p_camera.xform4(Plane(1, 0, -1, 1)); + p.normal /= p.d; + float unit_size = p.normal.x; + + { //scale color and depth to half + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + sss.push_constant.camera_z_far = p_camera.get_z_far(); + sss.push_constant.camera_z_near = p_camera.get_z_near(); + sss.push_constant.orthogonal = p_camera.is_orthogonal(); + sss.push_constant.unit_size = unit_size; + sss.push_constant.screen_size[0] = p_screen_size.x; + sss.push_constant.screen_size[1] = p_screen_size.y; + sss.push_constant.vertical = false; + sss.push_constant.scale = p_scale; + sss.push_constant.depth_scale = p_depth_scale; + + RID shader = sss.shader.version_get_shader(sss.shader_version, p_quality - 1); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]); + + RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse })); + RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse })); + RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate })); + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate })); + RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth })); + + // horizontal + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + // vertical + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2); + + sss.push_constant.vertical = true; + RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + + RD::get_singleton()->compute_list_end(); + } +} diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h index c31271ffd2..a60f3a48ab 100644 --- a/servers/rendering/renderer_rd/effects/ss_effects.h +++ b/servers/rendering/renderer_rd/effects/ss_effects.h @@ -44,9 +44,12 @@ #include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" +class RenderSceneBuffersRD; + namespace RendererRD { class SSEffects { @@ -168,6 +171,9 @@ public: void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets); void ssr_free(SSRRenderBuffers &p_ssr_buffers); + /* subsurface scattering */ + void sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality); + private: /* SS Downsampler */ @@ -501,6 +507,29 @@ private: RID shader_version; RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX]; } ssr_filter; + + /* Subsurface scattering */ + + struct SubSurfaceScatteringPushConstant { + int32_t screen_size[2]; + float camera_z_far; + float camera_z_near; + + uint32_t vertical; + uint32_t orthogonal; + float unit_size; + float scale; + + float depth_scale; + uint32_t pad[3]; + }; + + struct SubSurfaceScattering { + SubSurfaceScatteringPushConstant push_constant; + SubsurfaceScatteringShaderRD shader; + RID shader_version; + RID pipelines[3]; //3 quality levels + } sss; }; } // namespace RendererRD diff --git a/servers/rendering/renderer_rd/effects/taa.cpp b/servers/rendering/renderer_rd/effects/taa.cpp new file mode 100644 index 0000000000..657385a509 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/taa.cpp @@ -0,0 +1,138 @@ +/*************************************************************************/ +/* taa.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "taa.h" +#include "servers/rendering/renderer_rd/effects/copy_effects.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" + +using namespace RendererRD; + +TAA::TAA() { + Vector<String> taa_modes; + taa_modes.push_back("\n#define MODE_TAA_RESOLVE"); + taa_shader.initialize(taa_modes); + shader_version = taa_shader.version_create(); + pipeline = RD::get_singleton()->compute_pipeline_create(taa_shader.version_get_shader(shader_version, 0)); +} + +TAA::~TAA() { + taa_shader.version_free(shader_version); +} + +void TAA::msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers) { + if (!p_render_buffers->has_velocity_buffer(true)) { + // nothing to resolve + return; + } + + for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) { + RID velocity_buffer_msaa = p_render_buffers->get_velocity_buffer(true, v); + RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v); + + RD::get_singleton()->texture_resolve_multisample(velocity_buffer_msaa, velocity_buffer); + } +} + +void TAA::resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RID shader = taa_shader.version_get_shader(shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + TAAResolvePushConstant push_constant; + memset(&push_constant, 0, sizeof(TAAResolvePushConstant)); + push_constant.resolution_width = p_resolution.width; + push_constant.resolution_height = p_resolution.height; + push_constant.disocclusion_threshold = 0.025f; + push_constant.disocclusion_scale = 10.0f; + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline); + + RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame }); + RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth }); + RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity }); + RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity }); + RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history }); + RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp }); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_frame_source, u_depth, u_velocity, u_prev_velocity, u_history, u_frame_dest), 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(TAAResolvePushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1); + RD::get_singleton()->compute_list_end(); +} + +void TAA::process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far) { + CopyEffects *copy_effects = CopyEffects::get_singleton(); + + uint32_t view_count = p_render_buffers->get_view_count(); + Size2i internal_size = p_render_buffers->get_internal_size(); + Size2i target_size = p_render_buffers->get_target_size(); + + bool just_allocated = false; + if (!p_render_buffers->has_texture(SNAME("taa"), SNAME("history"))) { + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + + p_render_buffers->create_texture(SNAME("taa"), SNAME("history"), p_format, usage_bits); + p_render_buffers->create_texture(SNAME("taa"), SNAME("temp"), p_format, usage_bits); + + p_render_buffers->create_texture(SNAME("taa"), SNAME("prev_velocity"), RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits); + + just_allocated = true; + } + + RD::get_singleton()->draw_command_begin_label("TAA"); + + for (uint32_t v = 0; v < view_count; v++) { + // Get our (cached) slices + RID internal_texture = p_render_buffers->get_internal_texture(v); + RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v); + RID taa_history = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("history"), v, 0); + RID taa_prev_velocity = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("prev_velocity"), v, 0); + + if (!just_allocated) { + RID depth_texture = p_render_buffers->get_depth_texture(v); + RID taa_temp = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("temp"), v, 0); + resolve(internal_texture, taa_temp, depth_texture, velocity_buffer, taa_prev_velocity, taa_history, Size2(internal_size.x, internal_size.y), p_z_near, p_z_far); + copy_effects->copy_to_rect(taa_temp, internal_texture, Rect2(0, 0, internal_size.x, internal_size.y)); + } + + copy_effects->copy_to_rect(internal_texture, taa_history, Rect2(0, 0, internal_size.x, internal_size.y)); + copy_effects->copy_to_rect(velocity_buffer, taa_prev_velocity, Rect2(0, 0, target_size.x, target_size.y)); + } + + RD::get_singleton()->draw_command_end_label(); +} diff --git a/servers/rendering/renderer_rd/effects/taa.h b/servers/rendering/renderer_rd/effects/taa.h new file mode 100644 index 0000000000..ce4af18866 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/taa.h @@ -0,0 +1,68 @@ +/*************************************************************************/ +/* taa.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef TAA_RD_H +#define TAA_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +namespace RendererRD { + +class TAA { +public: + TAA(); + ~TAA(); + + void msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers); + void process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far); + +private: + struct TAAResolvePushConstant { + float resolution_width; + float resolution_height; + float disocclusion_threshold; + float disocclusion_scale; + }; + + TaaResolveShaderRD taa_shader; + RID shader_version; + RID pipeline; + + void resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far); +}; + +} // namespace RendererRD + +#endif // TAA_RD_H diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp index 68cfd43d90..5ff00aa94c 100644 --- a/servers/rendering/renderer_rd/effects/vrs.cpp +++ b/servers/rendering/renderer_rd/effects/vrs.cpp @@ -91,47 +91,22 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi RD::get_singleton()->draw_list_end(); } -void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb) { - // TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm - +Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const { // TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating // our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size // of the VRS buffer to supply. Size2i texel_size = Size2i(16, 16); - RD::TextureFormat tf; - if (p_view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - } - tf.format = RD::DATA_FORMAT_R8_UINT; - tf.width = p_base_width / texel_size.x; - if (p_base_width % texel_size.x != 0) { - tf.width++; + int width = p_base_size.x / texel_size.x; + if (p_base_size.x % texel_size.x != 0) { + width++; } - tf.height = p_base_height / texel_size.y; - if (p_base_height % texel_size.y != 0) { - tf.height++; + int height = p_base_size.y / texel_size.y; + if (p_base_size.y % texel_size.y != 0) { + height++; } - tf.array_layers = p_view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - tf.samples = RD::TEXTURE_SAMPLES_1; - - p_vrs_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - // by default VRS is assumed to be our VRS attachment, but if we need to write into it, we need a bit more control - Vector<RID> fb; - fb.push_back(p_vrs_texture); - - RD::FramebufferPass pass; - pass.color_attachments.push_back(0); - - Vector<RD::FramebufferPass> passes; - passes.push_back(pass); - - p_vrs_fb = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, p_view_count); + return Size2i(width, height); } void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) { diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h index dd15df615e..7125c6455d 100644 --- a/servers/rendering/renderer_rd/effects/vrs.h +++ b/servers/rendering/renderer_rd/effects/vrs.h @@ -66,7 +66,7 @@ public: void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false); - void create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb); + Size2i get_vrs_texture_size(const Size2i p_base_size) const; void update_vrs_texture(RID p_vrs_fb, RID p_render_target); }; diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp index 8d59b24f3f..b03415f2e3 100644 --- a/servers/rendering/renderer_rd/effects_rd.cpp +++ b/servers/rendering/renderer_rd/effects_rd.cpp @@ -108,115 +108,6 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m return uniform_set; } -void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness) { - memset(&FSR_upscale.push_constant, 0, sizeof(FSRUpscalePushConstant)); - - int dispatch_x = (p_size.x + 15) / 16; - int dispatch_y = (p_size.y + 15) / 16; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, FSR_upscale.pipeline); - - FSR_upscale.push_constant.resolution_width = p_internal_size.width; - FSR_upscale.push_constant.resolution_height = p_internal_size.height; - FSR_upscale.push_constant.upscaled_width = p_size.width; - FSR_upscale.push_constant.upscaled_height = p_size.height; - FSR_upscale.push_constant.sharpness = p_fsr_upscale_sharpness; - - //FSR Easc - FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_EASU; - 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_secondary_texture), 1); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant)); - - RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - - //FSR Rcas - FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_RCAS; - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination_texture), 1); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant)); - - RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); - - RD::get_singleton()->compute_list_end(compute_list); -} - -void EffectsRD::taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far) { - UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); - ERR_FAIL_NULL(uniform_set_cache); - - RID shader = TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0); - ERR_FAIL_COND(shader.is_null()); - - memset(&TAA_resolve.push_constant, 0, sizeof(TAAResolvePushConstant)); - TAA_resolve.push_constant.resolution_width = p_resolution.width; - TAA_resolve.push_constant.resolution_height = p_resolution.height; - TAA_resolve.push_constant.disocclusion_threshold = 0.025f; - TAA_resolve.push_constant.disocclusion_scale = 10.0f; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, TAA_resolve.pipeline); - - RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame }); - RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth }); - RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity }); - RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity }); - RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history }); - RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp }); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_frame_source, u_depth, u_velocity, u_prev_velocity, u_history, u_frame_dest), 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &TAA_resolve.push_constant, sizeof(TAAResolvePushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1); - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) { - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - Plane p = p_camera.xform4(Plane(1, 0, -1, 1)); - p.normal /= p.d; - float unit_size = p.normal.x; - - { //scale color and depth to half - sss.push_constant.camera_z_far = p_camera.get_z_far(); - sss.push_constant.camera_z_near = p_camera.get_z_near(); - sss.push_constant.orthogonal = p_camera.is_orthogonal(); - sss.push_constant.unit_size = unit_size; - sss.push_constant.screen_size[0] = p_screen_size.x; - sss.push_constant.screen_size[1] = p_screen_size.y; - sss.push_constant.vertical = false; - sss.push_constant.scale = p_scale; - sss.push_constant.depth_scale = p_depth_scale; - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse2), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - - RD::get_singleton()->compute_list_add_barrier(compute_list); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse2), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2); - - sss.push_constant.vertical = true; - RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - - RD::get_singleton()->compute_list_end(); - } -} - void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer."); @@ -377,27 +268,6 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) { } EffectsRD::EffectsRD(bool p_prefer_raster_effects) { - { - Vector<String> FSR_upscale_modes; - -#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) - // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though. - FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); -#else - // Everyone else can use normal mode when available. - if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) { - FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n"); - } else { - FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); - } -#endif - - FSR_upscale.shader.initialize(FSR_upscale_modes); - - FSR_upscale.shader_version = FSR_upscale.shader.version_create(); - FSR_upscale.pipeline = RD::get_singleton()->compute_pipeline_create(FSR_upscale.shader.version_get_shader(FSR_upscale.shader_version, 0)); - } - prefer_raster_effects = p_prefer_raster_effects; if (prefer_raster_effects) { @@ -445,23 +315,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { roughness_limiter.pipeline = RD::get_singleton()->compute_pipeline_create(roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0)); } - if (!prefer_raster_effects) { - { - Vector<String> sss_modes; - sss_modes.push_back("\n#define USE_11_SAMPLES\n"); - sss_modes.push_back("\n#define USE_17_SAMPLES\n"); - sss_modes.push_back("\n#define USE_25_SAMPLES\n"); - - sss.shader.initialize(sss_modes); - - sss.shader_version = sss.shader.version_create(); - - for (int i = 0; i < sss_modes.size(); i++) { - sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i)); - } - } - } - { Vector<String> sort_modes; sort_modes.push_back("\n#define MODE_SORT_BLOCK\n"); @@ -477,14 +330,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } } - { - Vector<String> taa_modes; - taa_modes.push_back("\n#define MODE_TAA_RESOLVE"); - TAA_resolve.shader.initialize(taa_modes); - TAA_resolve.shader_version = TAA_resolve.shader.version_create(); - TAA_resolve.pipeline = RD::get_singleton()->compute_pipeline_create(TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0)); - } - RD::SamplerState sampler; sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; @@ -523,8 +368,6 @@ EffectsRD::~EffectsRD() { RD::get_singleton()->free(default_mipmap_sampler); RD::get_singleton()->free(index_buffer); //array gets freed as dependency - FSR_upscale.shader.version_free(FSR_upscale.shader_version); - TAA_resolve.shader.version_free(TAA_resolve.shader_version); if (prefer_raster_effects) { luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version); } else { @@ -532,7 +375,6 @@ EffectsRD::~EffectsRD() { } if (!prefer_raster_effects) { roughness_limiter.shader.version_free(roughness_limiter.shader_version); - sss.shader.version_free(sss.shader_version); } sort.shader.version_free(sort.shader_version); } diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h index 94cd26fae9..b05af73cf3 100644 --- a/servers/rendering/renderer_rd/effects_rd.h +++ b/servers/rendering/renderer_rd/effects_rd.h @@ -33,13 +33,10 @@ #include "core/math/projection.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" -#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/taa_resolve.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" @@ -48,42 +45,6 @@ class EffectsRD { private: bool prefer_raster_effects; - enum FSRUpscalePass { - FSR_UPSCALE_PASS_EASU = 0, - FSR_UPSCALE_PASS_RCAS = 1 - }; - - struct FSRUpscalePushConstant { - float resolution_width; - float resolution_height; - float upscaled_width; - float upscaled_height; - float sharpness; - int pass; - int _unused0, _unused1; - }; - - struct FSRUpscale { - FSRUpscalePushConstant push_constant; - FsrUpscaleShaderRD shader; - RID shader_version; - RID pipeline; - } FSR_upscale; - - struct TAAResolvePushConstant { - float resolution_width; - float resolution_height; - float disocclusion_threshold; - float disocclusion_scale; - }; - - struct TAAResolve { - TAAResolvePushConstant push_constant; - TaaResolveShaderRD shader; - RID shader_version; - RID pipeline; - } TAA_resolve; - enum LuminanceReduceMode { LUMINANCE_REDUCE_READ, LUMINANCE_REDUCE, @@ -143,27 +104,6 @@ private: } roughness_limiter; - struct SubSurfaceScatteringPushConstant { - int32_t screen_size[2]; - float camera_z_far; - float camera_z_near; - - uint32_t vertical; - uint32_t orthogonal; - float unit_size; - float scale; - - float depth_scale; - uint32_t pad[3]; - }; - - struct SubSurfaceScattering { - SubSurfaceScatteringPushConstant push_constant; - SubsurfaceScatteringShaderRD shader; - RID shader_version; - RID pipelines[3]; //3 quality levels - } sss; - enum SortMode { SORT_MODE_BLOCK, SORT_MODE_STEP, @@ -230,16 +170,11 @@ private: public: bool get_prefer_raster_effects(); - void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness); - void taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far); - void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve); - void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality); - void sort_buffer(RID p_uniform_set, int p_size); EffectsRD(bool p_prefer_raster_effects); diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp index 257b67cf04..91ffa053c9 100644 --- a/servers/rendering/renderer_rd/environment/fog.cpp +++ b/servers/rendering/renderer_rd/environment/fog.cpp @@ -473,7 +473,7 @@ Fog::FogShaderData::~FogShaderData() { //////////////////////////////////////////////////////////////////////////////// // Volumetric Fog -Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) { +void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) { width = fog_size.x; height = fog_size.y; depth = fog_size.z; @@ -591,6 +591,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RENDER_TIMESTAMP("> Volumetric Fog"); RD::get_singleton()->draw_command_begin_label("Volumetric Fog"); + Ref<VolumetricFog> fog = p_settings.vfog; + if (p_fog_volumes.size() > 0) { RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes"); @@ -623,9 +625,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P params.z_far = z_far; params.time = p_settings.time; - params.fog_volume_size[0] = p_settings.vfog->width; - params.fog_volume_size[1] = p_settings.vfog->height; - params.fog_volume_size[2] = p_settings.vfog->depth; + params.fog_volume_size[0] = fog->width; + params.fog_volume_size[1] = fog->height; + params.fog_volume_size[2] = fog->depth; params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env); params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; @@ -638,7 +640,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), ¶ms, RD::BARRIER_MASK_COMPUTE); - if (p_settings.vfog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->fog_uniform_set)) { + if (fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) { Vector<RD::Uniform> uniforms; { @@ -649,7 +651,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 1; - u.append_id(p_settings.vfog->emissive_map); + u.append_id(fog->emissive_map); uniforms.push_back(u); } @@ -669,7 +671,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 3; - u.append_id(p_settings.vfog->density_map); + u.append_id(fog->density_map); uniforms.push_back(u); } @@ -681,11 +683,11 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 4; - u.append_id(p_settings.vfog->light_map); + u.append_id(fog->light_map); uniforms.push_back(u); } - p_settings.vfog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); + fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); } RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); @@ -731,7 +733,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) { // Local fog volume. Vector3i points[8]; - Vector3 fog_size = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + Vector3 fog_size = Vector3(fog->width, fog->height, fog->depth); float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); @@ -742,7 +744,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); - min = Vector3i(int32_t(p_settings.vfog->width) - 1, int32_t(p_settings.vfog->height) - 1, int32_t(p_settings.vfog->depth) - 1); + min = Vector3i(int32_t(fog->width) - 1, int32_t(fog->height) - 1, int32_t(fog->depth) - 1); max = Vector3i(1, 1, 1); for (int j = 0; j < 8; j++) { @@ -753,9 +755,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P kernel_size = max - min; } else { // Volume type global runs on all cells - extents = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + extents = Vector3(fog->width, fog->height, fog->depth); min = Vector3i(0, 0, 0); - kernel_size = Vector3i(int32_t(p_settings.vfog->width), int32_t(p_settings.vfog->height), int32_t(p_settings.vfog->depth)); + kernel_size = Vector3i(int32_t(fog->width), int32_t(fog->height), int32_t(fog->depth)); } if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) { @@ -777,7 +779,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant)); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE); if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set. @@ -795,7 +797,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::get_singleton()->compute_list_end(); } - if (p_settings.vfog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->process_uniform_set_density)) { + if (fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->process_uniform_set_density)) { //re create uniform set if needed Vector<RD::Uniform> uniforms; Vector<RD::Uniform> copy_uniforms; @@ -875,7 +877,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 8; - u.append_id(p_settings.vfog->light_density_map); + u.append_id(fog->light_density_map); uniforms.push_back(u); copy_uniforms.push_back(u); } @@ -884,7 +886,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; - u.append_id(p_settings.vfog->fog_map); + u.append_id(fog->fog_map); uniforms.push_back(u); } @@ -892,7 +894,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; - u.append_id(p_settings.vfog->prev_light_density_map); + u.append_id(fog->prev_light_density_map); copy_uniforms.push_back(u); } @@ -909,7 +911,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 11; - u.append_id(p_settings.voxel_gl_buffer); + u.append_id(p_settings.voxel_gi_buffer); uniforms.push_back(u); copy_uniforms.push_back(u); } @@ -944,7 +946,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 15; - u.append_id(p_settings.vfog->prev_light_density_map); + u.append_id(fog->prev_light_density_map); uniforms.push_back(u); } { @@ -955,7 +957,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 16; - u.append_id(p_settings.vfog->density_map); + u.append_id(fog->density_map); uniforms.push_back(u); } { @@ -966,7 +968,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 17; - u.append_id(p_settings.vfog->light_map); + u.append_id(fog->light_map); uniforms.push_back(u); } @@ -978,7 +980,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 18; - u.append_id(p_settings.vfog->emissive_map); + u.append_id(fog->emissive_map); uniforms.push_back(u); } @@ -992,9 +994,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P uniforms.push_back(u); } - p_settings.vfog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0); + fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0); - p_settings.vfog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); + fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); RID aux7 = uniforms.write[7].get_id(0); RID aux8 = uniforms.write[8].get_id(0); @@ -1002,17 +1004,17 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P uniforms.write[7].set_id(0, aux8); uniforms.write[8].set_id(0, aux7); - p_settings.vfog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); + fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); uniforms.remove_at(8); uniforms.write[7].set_id(0, aux7); - p_settings.vfog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0); + fog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0); } - bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi != nullptr); + bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi.is_valid()); if (using_sdfgi) { - if (p_settings.vfog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->sdfgi_uniform_set)) { + if (fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->sdfgi_uniform_set)) { Vector<RD::Uniform> uniforms; { @@ -1039,12 +1041,12 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P uniforms.push_back(u); } - p_settings.vfog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1); + fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1); } } - p_settings.vfog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); - p_settings.vfog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); + fog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); + fog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); VolumetricFogShader::ParamsUBO params; @@ -1079,9 +1081,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P params.ambient_color[2] = ambient_color.b; params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env); - params.fog_volume_size[0] = p_settings.vfog->width; - params.fog_volume_size[1] = p_settings.vfog->height; - params.fog_volume_size[2] = p_settings.vfog->depth; + params.fog_volume_size[0] = fog->width; + params.fog_volume_size[1] = fog->height; + params.fog_volume_size[2] = fog->depth; params.directional_light_count = p_directional_light_count; @@ -1149,19 +1151,19 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set_density, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set_density, 0); if (using_sdfgi) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->sdfgi_uniform_set, 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1); } - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); RD::get_singleton()->compute_list_add_barrier(compute_list); // Copy fog to history buffer if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->copy_uniform_set, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); RD::get_singleton()->compute_list_add_barrier(compute_list); } RD::get_singleton()->draw_command_end_label(); @@ -1172,8 +1174,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RENDER_TIMESTAMP("Filter Fog"); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); RD::get_singleton()->compute_list_end(); //need restart for buffer update @@ -1183,8 +1185,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set2, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set2, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->draw_command_end_label(); @@ -1194,8 +1196,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::get_singleton()->draw_command_begin_label("Integrate Fog"); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1); RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER); diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h index 171f9f3b88..30c8a3f382 100644 --- a/servers/rendering/renderer_rd/environment/fog.h +++ b/servers/rendering/renderer_rd/environment/fog.h @@ -38,8 +38,11 @@ #include "servers/rendering/renderer_rd/environment/gi.h" #include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h" #include "servers/rendering/storage/utilities.h" +#define RB_SCOPE_FOG SNAME("Fog") + namespace RendererRD { class Fog : public RendererFog { @@ -261,7 +264,10 @@ public: void fog_instance_free(RID p_rid); /* Volumetric FOG */ - struct VolumetricFog { + class VolumetricFog : public RenderBufferCustomDataRD { + GDCLASS(VolumetricFog, RenderBufferCustomDataRD) + + public: enum { MAX_TEMPORAL_FRAMES = 16 }; @@ -290,7 +296,10 @@ public: int last_shadow_filter = -1; - VolumetricFog(const Vector3i &fog_size, RID p_sky_shader); + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{}; + virtual void free_data() override{}; + + void init(const Vector3i &fog_size, RID p_sky_shader); ~VolumetricFog(); }; @@ -304,7 +313,7 @@ public: uint32_t max_cluster_elements; bool volumetric_fog_filter_active; RID shadow_sampler; - RID voxel_gl_buffer; + RID voxel_gi_buffer; RID shadow_atlas_depth; RID omni_light_buffer; RID spot_light_buffer; @@ -312,11 +321,11 @@ public: RID directional_light_buffer; // Objects related to our render buffer - VolumetricFog *vfog; + Ref<VolumetricFog> vfog; ClusterBuilderRD *cluster_builder; GI *gi; - GI::SDFGI *sdfgi; - GI::RenderBuffersGI *rbgi; + Ref<GI::SDFGI> sdfgi; + Ref<GI::RenderBuffersGI> rbgi; RID env; SkyRD *sky; }; diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index bc4f8d5855..ced0f6380f 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -34,6 +34,7 @@ #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_server_default.h" @@ -384,6 +385,13 @@ RID GI::voxel_gi_get_sdf_texture(RID p_voxel_gi) { return voxel_gi->sdf_texture; } +Dependency *GI::voxel_gi_get_dependency(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, nullptr); + + return &voxel_gi->dependency; +} + //////////////////////////////////////////////////////////////////////////////// // SDFGI @@ -1121,7 +1129,11 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env); } -void GI::SDFGI::erase() { +void GI::SDFGI::free_data() { + // we don't free things here, we handle SDFGI differently at the moment destructing the object when it needs to change. +} + +GI::SDFGI::~SDFGI() { for (uint32_t i = 0; i < cascades.size(); i++) { const SDFGI::Cascade &c = cascades[i]; RD::get_singleton()->free(c.light_data); @@ -1982,10 +1994,9 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r } } -void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization) { +void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization) { //print_line("rendering region " + itos(p_region)); - RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but... + ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but... AABB bounds; Vector3i from; Vector3i size; @@ -2342,9 +2353,8 @@ void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArr } } -void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) { - RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but... +void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) { + ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but... RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights"); @@ -3572,25 +3582,27 @@ void GI::free() { } } -GI::SDFGI *GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) { - SDFGI *sdfgi = memnew(SDFGI); +Ref<GI::SDFGI> GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) { + Ref<SDFGI> sdfgi; + sdfgi.instantiate(); sdfgi->create(p_env, p_world_position, p_requested_history_size, this); return sdfgi; } -void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) { +void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) { + ERR_FAIL_COND(p_render_buffers.is_null()); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + ERR_FAIL_NULL(texture_storage); r_voxel_gi_instances_used = 0; - // feels a little dirty to use our container this way but.... - RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(rb == nullptr); - - RID voxel_gi_buffer = p_scene_render->render_buffers_get_voxel_gi_buffer(p_render_buffers); + Ref<RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI); + ERR_FAIL_COND(rbgi.is_null()); + RID voxel_gi_buffer = rbgi->get_voxel_gi_buffer(); VoxelGIData voxel_gi_data[MAX_VOXEL_GI_INSTANCES]; bool voxel_gi_instances_changed = false; @@ -3601,7 +3613,7 @@ void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, RID p_render_buff for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) { RID texture; if (i < (int)p_voxel_gi_instances.size()) { - VoxelGIInstance *gipi = get_probe_instance(p_voxel_gi_instances[i]); + VoxelGIInstance *gipi = voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]); if (gipi) { texture = gipi->texture; @@ -3653,28 +3665,30 @@ void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, RID p_render_buff texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } - if (texture != rb->rbgi.voxel_gi_textures[i]) { + if (texture != rbgi->voxel_gi_textures[i]) { voxel_gi_instances_changed = true; - rb->rbgi.voxel_gi_textures[i] = texture; + rbgi->voxel_gi_textures[i] = texture; } } if (voxel_gi_instances_changed) { for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { - if (RD::get_singleton()->uniform_set_is_valid(rb->rbgi.uniform_set[v])) { - RD::get_singleton()->free(rb->rbgi.uniform_set[v]); + if (RD::get_singleton()->uniform_set_is_valid(rbgi->uniform_set[v])) { + RD::get_singleton()->free(rbgi->uniform_set[v]); } - rb->rbgi.uniform_set[v] = RID(); + rbgi->uniform_set[v] = RID(); } - if (rb->volumetric_fog) { - if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set); - RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set); - RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2); + if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { + Ref<Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); + + if (RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) { + RD::get_singleton()->free(fog->fog_uniform_set); + RD::get_singleton()->free(fog->process_uniform_set); + RD::get_singleton()->free(fog->process_uniform_set2); } - rb->volumetric_fog->fog_uniform_set = RID(); - rb->volumetric_fog->process_uniform_set = RID(); - rb->volumetric_fog->process_uniform_set2 = RID(); + fog->fog_uniform_set = RID(); + fog->process_uniform_set = RID(); + fog->process_uniform_set2 = RID(); } } @@ -3687,7 +3701,14 @@ void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, RID p_render_buff } } -void GI::RenderBuffersGI::free() { +RID GI::RenderBuffersGI::get_voxel_gi_buffer() { + if (voxel_gi_buffer.is_null()) { + voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::VoxelGIData) * GI::MAX_VOXEL_GI_INSTANCES); + } + return voxel_gi_buffer; +} + +void GI::RenderBuffersGI::free_data() { for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { if (RD::get_singleton()->uniform_set_is_valid(uniform_set[v])) { RD::get_singleton()->free(uniform_set[v]); @@ -3700,28 +3721,13 @@ void GI::RenderBuffersGI::free() { scene_data_ubo = RID(); } - if (ambient_buffer.is_valid()) { - RD::get_singleton()->free(ambient_buffer); - RD::get_singleton()->free(reflection_buffer); - ambient_buffer = RID(); - reflection_buffer = RID(); - - // these are automatically freed when we free the textures, so just reset.. - for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { - ambient_slice[v] = RID(); - reflection_slice[v] = RID(); - } - - view_count = 0; - } - if (voxel_gi_buffer.is_valid()) { RD::get_singleton()->free(voxel_gi_buffer); voxel_gi_buffer = RID(); } } -void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) { +void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); @@ -3729,65 +3735,38 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::get_singleton()->draw_command_begin_label("GI Render"); - RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(rb == nullptr); + ERR_FAIL_COND(p_render_buffers.is_null()); - if (rb->rbgi.ambient_buffer.is_null() || rb->rbgi.using_half_size_gi != half_resolution || rb->rbgi.view_count != p_view_count) { - // Free our old buffer if applicable - if (rb->rbgi.ambient_buffer.is_valid()) { - RD::get_singleton()->free(rb->rbgi.ambient_buffer); - RD::get_singleton()->free(rb->rbgi.reflection_buffer); + Ref<RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI); + ERR_FAIL_COND(rbgi.is_null()); - for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { - rb->rbgi.ambient_slice[v] = RID(); - rb->rbgi.reflection_slice[v] = RID(); - } - } + Size2i internal_size = p_render_buffers->get_internal_size(); + + if (rbgi->using_half_size_gi != half_resolution) { + p_render_buffers->clear_context(RB_SCOPE_GI); + } - // Remember the view count we're using - rb->rbgi.view_count = p_view_count; + if (!p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) { + Size2i size = internal_size; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - // Create textures for our ambient and reflection data - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = rb->internal_width; - tf.height = rb->internal_height; if (half_resolution) { - tf.width >>= 1; - tf.height >>= 1; - } - if (p_view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.array_layers = p_view_count; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - } - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->rbgi.ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->rbgi.ambient_buffer, "GI Ambient Buffer"); - rb->rbgi.reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->rbgi.reflection_buffer, "GI Reflection Buffer"); - rb->rbgi.using_half_size_gi = half_resolution; - - if (p_view_count == 1) { - // Just copy, we don't need to create slices - rb->rbgi.ambient_slice[0] = rb->rbgi.ambient_buffer; - rb->rbgi.reflection_slice[0] = rb->rbgi.reflection_buffer; - } else { - for (uint32_t v = 0; v < p_view_count; v++) { - rb->rbgi.ambient_slice[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.ambient_buffer, v, 0); - rb->rbgi.reflection_slice[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.reflection_buffer, v, 0); - } + size.x >>= 1; + size.y >>= 1; } + + p_render_buffers->create_texture(RB_SCOPE_GI, RB_TEX_AMBIENT, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1, size); + p_render_buffers->create_texture(RB_SCOPE_GI, RB_TEX_REFLECTION, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1, size); + + rbgi->using_half_size_gi = half_resolution; } // Setup our scene data { SceneData scene_data; - if (rb->rbgi.scene_data_ubo.is_null()) { - rb->rbgi.scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData)); + if (rbgi->scene_data_ubo.is_null()) { + rbgi->scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData)); } for (uint32_t v = 0; v < p_view_count; v++) { @@ -3801,10 +3780,10 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, // Note that we will be ignoring the origin of this transform. RendererRD::MaterialStorage::store_transform(p_cam_transform, scene_data.cam_transform); - scene_data.screen_size[0] = rb->internal_width; - scene_data.screen_size[1] = rb->internal_height; + scene_data.screen_size[0] = internal_size.x; + scene_data.screen_size[1] = internal_size.y; - RD::get_singleton()->buffer_update(rb->rbgi.scene_data_ubo, 0, sizeof(SceneData), &scene_data, RD::BARRIER_MASK_COMPUTE); + RD::get_singleton()->buffer_update(rbgi->scene_data_ubo, 0, sizeof(SceneData), &scene_data, RD::BARRIER_MASK_COMPUTE); } // Now compute the contents of our buffers. @@ -3826,22 +3805,28 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, push_constant.z_far = p_projections[0].get_z_far(); // these are only used if we have 1 view, else we use the projections in our scene data - push_constant.proj_info[0] = -2.0f / (rb->internal_width * p_projections[0].matrix[0][0]); - push_constant.proj_info[1] = -2.0f / (rb->internal_height * p_projections[0].matrix[1][1]); + push_constant.proj_info[0] = -2.0f / (internal_size.x * p_projections[0].matrix[0][0]); + push_constant.proj_info[1] = -2.0f / (internal_size.y * p_projections[0].matrix[1][1]); push_constant.proj_info[2] = (1.0f - p_projections[0].matrix[0][2]) / p_projections[0].matrix[0][0]; push_constant.proj_info[3] = (1.0f + p_projections[0].matrix[1][2]) / p_projections[0].matrix[1][1]; - bool use_sdfgi = rb->sdfgi != nullptr; + bool use_sdfgi = p_render_buffers->has_custom_data(RB_SCOPE_SDFGI); bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0; + Ref<SDFGI> sdfgi; + if (use_sdfgi) { + sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI); + } + uint32_t pipeline_specialization = 0; - if (rb->rbgi.using_half_size_gi) { + if (rbgi->using_half_size_gi) { pipeline_specialization |= SHADER_SPECIALIZATION_HALF_RES; } if (p_view_count > 1) { pipeline_specialization |= SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX; } - if (p_vrs_slices[0].is_valid()) { + bool has_vrs_texture = p_render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE); + if (has_vrs_texture) { pipeline_specialization |= SHADER_SPECIALIZATION_USE_VRS; } @@ -3851,15 +3836,15 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, push_constant.view_index = v; // setup our uniform set - if (rb->rbgi.uniform_set[v].is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->rbgi.uniform_set[v])) { + if (rbgi->uniform_set[v].is_null() || !RD::get_singleton()->uniform_set_is_valid(rbgi->uniform_set[v])) { Vector<RD::Uniform> uniforms; { RD::Uniform u; u.binding = 1; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.append_id(rb->sdfgi->cascades[j].sdf_tex); + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].sdf_tex); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } @@ -3871,8 +3856,8 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.append_id(rb->sdfgi->cascades[j].light_tex); + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].light_tex); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } @@ -3884,8 +3869,8 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.append_id(rb->sdfgi->cascades[j].light_aniso_0_tex); + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].light_aniso_0_tex); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } @@ -3897,8 +3882,8 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.append_id(rb->sdfgi->cascades[j].light_aniso_1_tex); + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].light_aniso_1_tex); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } @@ -3909,8 +3894,8 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 5; - if (rb->sdfgi) { - u.append_id(rb->sdfgi->occlusion_texture); + if (use_sdfgi) { + u.append_id(sdfgi->occlusion_texture); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } @@ -3935,7 +3920,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; - u.append_id(rb->rbgi.ambient_slice[v]); + u.append_id(p_render_buffers->get_texture_slice(RB_SCOPE_GI, RB_TEX_AMBIENT, v, 0)); uniforms.push_back(u); } @@ -3943,7 +3928,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 10; - u.append_id(rb->rbgi.reflection_slice[v]); + u.append_id(p_render_buffers->get_texture_slice(RB_SCOPE_GI, RB_TEX_REFLECTION, v, 0)); uniforms.push_back(u); } @@ -3951,8 +3936,8 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 11; - if (rb->sdfgi) { - u.append_id(rb->sdfgi->lightprobe_texture); + if (use_sdfgi) { + u.append_id(sdfgi->lightprobe_texture); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE)); } @@ -3962,7 +3947,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 12; - u.append_id(rb->views[v].view_depth); + u.append_id(p_render_buffers->get_depth_texture(v)); uniforms.push_back(u); } { @@ -3991,7 +3976,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 16; - u.append_id(rb->rbgi.voxel_gi_buffer); + u.append_id(rbgi->get_voxel_gi_buffer()); uniforms.push_back(u); } { @@ -3999,7 +3984,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 17; for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) { - u.append_id(rb->rbgi.voxel_gi_textures[i]); + u.append_id(rbgi->voxel_gi_textures[i]); } uniforms.push_back(u); } @@ -4007,29 +3992,29 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 18; - u.append_id(rb->rbgi.scene_data_ubo); + u.append_id(rbgi->scene_data_ubo); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 19; - RID buffer = p_vrs_slices[v].is_valid() ? p_vrs_slices[v] : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_VRS); + RID buffer = has_vrs_texture ? p_render_buffers->get_texture_slice(RB_SCOPE_VRS, RB_TEXTURE, v, 0) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_VRS); u.append_id(buffer); uniforms.push_back(u); } - rb->rbgi.uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0); + rbgi->uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0); } RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[pipeline_specialization][mode]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->rbgi.uniform_set[v], 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rbgi->uniform_set[v], 0); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); - if (rb->rbgi.using_half_size_gi) { - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width >> 1, rb->internal_height >> 1, 1); + if (rbgi->using_half_size_gi) { + RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.x >> 1, internal_size.y >> 1, 1); } else { - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width, rb->internal_height, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.x, internal_size.y, 1); } } @@ -4053,21 +4038,21 @@ void GI::voxel_gi_instance_free(RID p_rid) { } void GI::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) { - VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); ERR_FAIL_COND(!voxel_gi); voxel_gi->transform = p_xform; } bool GI::voxel_gi_needs_update(RID p_probe) const { - VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); ERR_FAIL_COND_V(!voxel_gi, false); return voxel_gi->last_probe_version != voxel_gi_get_version(voxel_gi->probe); } void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) { - VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); ERR_FAIL_COND(!voxel_gi); voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render); diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h index 9ef1914333..e567c67a3b 100644 --- a/servers/rendering/renderer_rd/environment/gi.h +++ b/servers/rendering/renderer_rd/environment/gi.h @@ -44,10 +44,17 @@ #include "servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/storage/utilities.h" +#define RB_SCOPE_GI SNAME("rbgi") +#define RB_SCOPE_SDFGI SNAME("sdfgi") + +#define RB_TEX_AMBIENT SNAME("ambient") +#define RB_TEX_REFLECTION SNAME("reflection") + // Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound struct RenderDataRD; class RendererSceneRenderRD; @@ -89,6 +96,60 @@ public: Dependency dependency; }; + /* VOXEL_GI INSTANCE */ + + //@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself. + + struct VoxelGIInstance { + // access to our containers + GI *gi = nullptr; + + RID probe; + RID texture; + RID write_buffer; + + struct Mipmap { + RID texture; + RID uniform_set; + RID second_bounce_uniform_set; + RID write_uniform_set; + uint32_t level; + uint32_t cell_offset; + uint32_t cell_count; + }; + Vector<Mipmap> mipmaps; + + struct DynamicMap { + RID texture; //color normally, or emission on first pass + RID fb_depth; //actual depth buffer for the first pass, float depth for later passes + RID depth; //actual depth buffer for the first pass, float depth for later passes + RID normal; //normal buffer for the first pass + RID albedo; //emission buffer for the first pass + RID orm; //orm buffer for the first pass + RID fb; //used for rendering, only valid on first map + RID uniform_set; + uint32_t size; + int mipmap; // mipmap to write to, -1 if no mipmap assigned + }; + + Vector<DynamicMap> dynamic_maps; + + int slot = -1; + uint32_t last_probe_version = 0; + uint32_t last_probe_data_version = 0; + + //uint64_t last_pass = 0; + uint32_t render_index = 0; + + bool has_dynamic_object_data = false; + + Transform3D transform; + + void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); + void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); + void free_resources(); + }; + private: static GI *singleton; @@ -98,6 +159,8 @@ private: /* VOXEL_GI INSTANCE */ + mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner; + struct VoxelGILight { uint32_t type; float energy; @@ -370,9 +433,40 @@ private: public: static GI *get_singleton() { return singleton; } + /* GI */ + + enum { + MAX_VOXEL_GI_INSTANCES = 8 + }; + + // Struct for use in render buffer + class RenderBuffersGI : public RenderBufferCustomDataRD { + GDCLASS(RenderBuffersGI, RenderBufferCustomDataRD) + + private: + RID voxel_gi_buffer; + + public: + RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; + + RID full_buffer; + RID full_dispatch; + RID full_mask; + + /* GI buffers */ + bool using_half_size_gi = false; + + RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS]; + RID scene_data_ubo; + + RID get_voxel_gi_buffer(); + + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{}; + virtual void free_data() override; + }; + /* VOXEL GI API */ - VoxelGI *get_voxel_gi(RID p_rid) { return voxel_gi_owner.get_or_null(p_rid); }; bool owns_voxel_gi(RID p_rid) { return voxel_gi_owner.owns(p_rid); }; virtual RID voxel_gi_allocate() override; @@ -422,72 +516,23 @@ public: RID voxel_gi_get_sdf_texture(RID p_voxel_gi); - /* VOXEL_GI INSTANCE */ - - //@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself. - - struct VoxelGIInstance { - // access to our containers - GI *gi = nullptr; - - RID probe; - RID texture; - RID write_buffer; - - struct Mipmap { - RID texture; - RID uniform_set; - RID second_bounce_uniform_set; - RID write_uniform_set; - uint32_t level; - uint32_t cell_offset; - uint32_t cell_count; - }; - Vector<Mipmap> mipmaps; + Dependency *voxel_gi_get_dependency(RID p_voxel_gi) const; - struct DynamicMap { - RID texture; //color normally, or emission on first pass - RID fb_depth; //actual depth buffer for the first pass, float depth for later passes - RID depth; //actual depth buffer for the first pass, float depth for later passes - RID normal; //normal buffer for the first pass - RID albedo; //emission buffer for the first pass - RID orm; //orm buffer for the first pass - RID fb; //used for rendering, only valid on first map - RID uniform_set; - uint32_t size; - int mipmap; // mipmap to write to, -1 if no mipmap assigned - }; - - Vector<DynamicMap> dynamic_maps; - - int slot = -1; - uint32_t last_probe_version = 0; - uint32_t last_probe_data_version = 0; - - //uint64_t last_pass = 0; - uint32_t render_index = 0; - - bool has_dynamic_object_data = false; - - Transform3D transform; - - void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); - void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); - void free_resources(); - }; - - mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner; - - _FORCE_INLINE_ VoxelGIInstance *get_probe_instance(RID p_probe) const { - return voxel_gi_instance_owner.get_or_null(p_probe); - }; + /* VOXEL_GI INSTANCE */ _FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) { - VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); ERR_FAIL_COND_V(!voxel_gi, RID()); return voxel_gi->texture; }; + _FORCE_INLINE_ void voxel_gi_instance_set_render_index(RID p_probe, uint32_t p_index) { + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); + ERR_FAIL_NULL(voxel_gi); + + voxel_gi->render_index = p_index; + }; + bool voxel_gi_instance_owns(RID p_rid) const { return voxel_gi_instance_owner.owns(p_rid); } @@ -498,7 +543,10 @@ public: /* SDFGI */ - struct SDFGI { + class SDFGI : public RenderBufferCustomDataRD { + GDCLASS(SDFGI, RenderBufferCustomDataRD) + + public: enum { MAX_CASCADES = 8, CASCADE_SIZE = 128, @@ -624,8 +672,11 @@ public: int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically RID integrate_sky_uniform_set; + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{}; + virtual void free_data() override; + ~SDFGI(); + void create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi); - void erase(); void update(RID p_env, const Vector3 &p_world_position); void update_light(); void update_probes(RID p_env, RendererRD::SkyRD::Sky *p_sky); @@ -637,8 +688,8 @@ public: void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render); - void render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization); - void render_static_lights(RenderDataRD *p_render_data, RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render); + void render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization); + void render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render); }; RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16; @@ -655,34 +706,6 @@ public: int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; } - /* GI */ - enum { - MAX_VOXEL_GI_INSTANCES = 8 - }; - - // Struct for use in render buffer - struct RenderBuffersGI { - RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; - RID voxel_gi_buffer; - - RID full_buffer; - RID full_dispatch; - RID full_mask; - - /* GI buffers */ - RID ambient_buffer; - RID ambient_slice[RendererSceneRender::MAX_RENDER_VIEWS]; - RID reflection_buffer; - RID reflection_slice[RendererSceneRender::MAX_RENDER_VIEWS]; - bool using_half_size_gi = false; - uint32_t view_count = 1; - - RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS]; - RID scene_data_ubo; - - void free(); - }; - struct SDFGIData { float grid_size[3]; uint32_t max_cascades; @@ -787,10 +810,10 @@ public: void init(RendererRD::SkyRD *p_sky); void free(); - SDFGI *create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size); + Ref<SDFGI> create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size); - void setup_voxel_gi_instances(RenderDataRD *p_render_data, RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render); - void process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render); + void setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render); + void process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances); RID voxel_gi_instance_create(RID p_base); void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform); diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index d1d18cdd83..3fbe1086a1 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -35,6 +35,7 @@ #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_server_default.h" #include "servers/rendering/rendering_server_globals.h" @@ -1109,7 +1110,7 @@ SkyRD::~SkyRD() { RD::get_singleton()->free(index_buffer); //array gets freed as dependency } -void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { +void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); @@ -1294,24 +1295,25 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh //setup fog variables sky_scene_state.ubo.volumetric_fog_enabled = false; if (p_render_buffers.is_valid()) { - if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) { + if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); sky_scene_state.ubo.volumetric_fog_enabled = true; - float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers); + float fog_end = fog->length; if (fog_end > 0.0) { sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; } else { sky_scene_state.ubo.volumetric_fog_inv_length = 1.0; } - float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup + float fog_detail_spread = fog->spread; //reverse lookup if (fog_detail_spread > 0.0) { sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; } else { sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0; } - sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers); + sky_scene_state.fog_uniform_set = fog->sky_uniform_set; } } diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h index bac8f44ef7..406479d4d3 100644 --- a/servers/rendering/renderer_rd/environment/sky.h +++ b/servers/rendering/renderer_rd/environment/sky.h @@ -42,6 +42,7 @@ // Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound class RendererSceneRenderRD; +class RenderSceneBuffersRD; namespace RendererRD { @@ -296,7 +297,7 @@ public: void set_texture_format(RD::DataFormat p_texture_format); ~SkyRD(); - void setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render); + void setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render); void update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); void draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); // only called by clustered renderer void update_res_buffers(RID p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 8421598275..a0f6e69fd5 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -30,6 +30,7 @@ #include "render_forward_clustered.h" #include "core/config/project_settings.h" +#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/light_storage.h" #include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h" @@ -41,286 +42,93 @@ using namespace RendererSceneRenderImplementation; -RenderForwardClustered::RenderBufferDataForwardClustered::~RenderBufferDataForwardClustered() { - clear(); -} - void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular() { - if (!specular.is_valid()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - if (view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.array_layers = view_count; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - } - tf.width = width; - tf.height = height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - if (msaa != RS::VIEWPORT_MSAA_DISABLED) { - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - } else { - tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - } + ERR_FAIL_NULL(render_buffers); - specular = RD::get_singleton()->texture_create(tf, RD::TextureView()); - if (view_count == 1) { - specular_views[0] = specular; + if (!render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR)) { + RD::DataFormat format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; } else { - for (uint32_t v = 0; v < view_count; v++) { - specular_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), specular, v, 0); - } + usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } - if (msaa == RS::VIEWPORT_MSAA_DISABLED) { - { - Vector<RID> fb; - fb.push_back(specular); - - specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count); - } - - } else { - tf.samples = texture_samples; - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - if (view_count == 1) { - specular_msaa_views[0] = specular_msaa; - } else { - for (uint32_t v = 0; v < view_count; v++) { - specular_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), specular_msaa, v, 0); - } - } - - { - Vector<RID> fb; - fb.push_back(specular_msaa); + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR, format, usage_bits); - specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count); - } + if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR_MSAA, format, usage_bits, texture_samples); } } } -void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_velocity() { - if (!velocity_buffer.is_valid()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16_SFLOAT; - tf.width = width; - tf.height = height; - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; +void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_normal_roughness_texture() { + ERR_FAIL_NULL(render_buffers); - if (msaa != RS::VIEWPORT_MSAA_DISABLED) { - RD::TextureFormat tf_aa = tf; - tf_aa.samples = texture_samples; - tf_aa.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - velocity_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView()); + if (!render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS)) { + RD::DataFormat format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - } - - velocity_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } -} - -void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() { - if (!voxelgi_buffer.is_valid()) { - RD::TextureFormat tf; - if (view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.array_layers = view_count; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - } - tf.format = RD::DATA_FORMAT_R8G8_UINT; - tf.width = width; - tf.height = height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; - - if (msaa != RS::VIEWPORT_MSAA_DISABLED) { - RD::TextureFormat tf_aa = tf; - tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - tf_aa.samples = texture_samples; - voxelgi_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView()); - - if (view_count == 1) { - voxelgi_msaa_views[0] = voxelgi_buffer_msaa; - } else { - for (uint32_t v = 0; v < view_count; v++) { - voxelgi_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), voxelgi_buffer_msaa, v, 0); - } - } + if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; } else { - tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } - tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; - - voxelgi_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - if (view_count == 1) { - voxelgi_views[0] = voxelgi_buffer; - } else { - for (uint32_t v = 0; v < view_count; v++) { - voxelgi_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), voxelgi_buffer, v, 0); - } - } + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS, format, usage_bits); - Vector<RID> fb; - if (msaa != RS::VIEWPORT_MSAA_DISABLED) { - fb.push_back(depth_msaa); - fb.push_back(normal_roughness_buffer_msaa); - fb.push_back(voxelgi_buffer_msaa); - } else { - fb.push_back(depth); - fb.push_back(normal_roughness_buffer); - fb.push_back(voxelgi_buffer); + if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS_MSAA, format, usage_bits, texture_samples); } - - depth_normal_roughness_voxelgi_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count); } } -void RenderForwardClustered::RenderBufferDataForwardClustered::clear() { - // note, slices are freed automatically when the parent texture is freed so we just clear them. - for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { - color_views[v] = RID(); - depth_views[v] = RID(); - specular_views[v] = RID(); - specular_msaa_views[v] = RID(); - color_msaa_views[v] = RID(); - depth_msaa_views[v] = RID(); - normal_roughness_views[v] = RID(); - normal_roughness_msaa_views[v] = RID(); - voxelgi_views[v] = RID(); - voxelgi_msaa_views[v] = RID(); - vrs_views[v] = RID(); - } - - if (voxelgi_buffer != RID()) { - RD::get_singleton()->free(voxelgi_buffer); - voxelgi_buffer = RID(); +void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() { + ERR_FAIL_NULL(render_buffers); - if (voxelgi_buffer_msaa.is_valid()) { - RD::get_singleton()->free(voxelgi_buffer_msaa); - voxelgi_buffer_msaa = RID(); + if (!render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI)) { + RD::DataFormat format = RD::DATA_FORMAT_R8G8_UINT; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + if (render_buffers->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED) { + usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } - depth_normal_roughness_voxelgi_fb = RID(); - } - - if (color_msaa.is_valid()) { - RD::get_singleton()->free(color_msaa); - color_msaa = RID(); - } - - if (depth_msaa.is_valid()) { - RD::get_singleton()->free(depth_msaa); - depth_msaa = RID(); - } + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI, format, usage_bits); - if (specular.is_valid()) { - if (specular_msaa.is_valid()) { - RD::get_singleton()->free(specular_msaa); - specular_msaa = RID(); + if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI_MSAA, format, usage_bits, texture_samples); } - RD::get_singleton()->free(specular); - specular = RID(); } +} - color = RID(); - color_only_fb = RID(); - depth = RID(); - depth_fb = RID(); - - color_framebuffers.clear(); // Color pass framebuffers are freed automatically by their dependency relations - - if (normal_roughness_buffer.is_valid()) { - RD::get_singleton()->free(normal_roughness_buffer); - normal_roughness_buffer = RID(); - - if (normal_roughness_buffer_msaa.is_valid()) { - RD::get_singleton()->free(normal_roughness_buffer_msaa); - normal_roughness_buffer_msaa = RID(); - } - - depth_normal_roughness_fb = RID(); +void RenderForwardClustered::RenderBufferDataForwardClustered::free_data() { + // JIC, should already have been cleared + if (render_buffers) { + render_buffers->clear_context(RB_SCOPE_FORWARD_CLUSTERED); } if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) { RD::get_singleton()->free(render_sdfgi_uniform_set); } - - if (velocity_buffer != RID()) { - RD::get_singleton()->free(velocity_buffer); - velocity_buffer = RID(); - } - - if (velocity_buffer_msaa != RID()) { - RD::get_singleton()->free(velocity_buffer_msaa); - velocity_buffer_msaa = RID(); - } } -void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) { - clear(); - - msaa = p_msaa; - use_taa = p_use_taa; - vrs = p_vrs_texture; - - width = p_width; - height = p_height; - view_count = p_view_count; - - color = p_color_buffer; - depth = p_depth_buffer; - - if (vrs.is_valid()) { - if (view_count == 1) { - // just reuse - vrs_views[0] = vrs; - } else { - // create slices - for (uint32_t v = 0; v < view_count; v++) { - vrs_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), vrs, v, 0); - } - } +void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RenderSceneBuffersRD *p_render_buffers) { + if (render_buffers) { + // JIC + free_data(); } - if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) { - { - Vector<RID> fb; - fb.push_back(p_color_buffer); - fb.push_back(depth); - if (vrs.is_valid()) { - fb.push_back(vrs); - } + render_buffers = p_render_buffers; + ERR_FAIL_NULL(render_buffers); - color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); - } - { - Vector<RID> fb; - fb.push_back(depth); + bool msaa_3d = render_buffers->get_msaa_3d(); - depth_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); - } - } else { - RD::TextureFormat tf; - if (view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - } - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = p_width; - tf.height = p_height; - tf.array_layers = view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) { + RD::DataFormat format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { RD::TEXTURE_SAMPLES_1, @@ -329,148 +137,112 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c RD::TEXTURE_SAMPLES_8, }; - texture_samples = ts[p_msaa]; - tf.samples = texture_samples; + texture_samples = ts[msaa_3d]; - color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + p_render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA, format, usage_bits, texture_samples); - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; - tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; + usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + p_render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA, format, usage_bits, texture_samples); + } +} - if (view_count == 1) { - // just reuse - color_views[0] = color; - depth_views[0] = depth; - color_msaa_views[0] = color_msaa; - depth_msaa_views[0] = depth_msaa; - } else { - // create slices - for (uint32_t v = 0; v < view_count; v++) { - color_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), color, v, 0); - depth_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), depth, v, 0); - color_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), color_msaa, v, 0); - depth_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), depth_msaa, v, 0); - } - } +RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_only_fb() { + ERR_FAIL_NULL_V(render_buffers, RID()); - { - Vector<RID> fb; - fb.push_back(color_msaa); - fb.push_back(depth_msaa); - if (vrs.is_valid()) { - fb.push_back(vrs); - } + bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED; - color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); - } - { - Vector<RID> fb; - fb.push_back(depth_msaa); + RID color = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA) : render_buffers->get_internal_texture(); + RID depth = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA) : render_buffers->get_depth_texture(); - depth_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); - } + if (render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE)) { + RID vrs_texture = render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE); + + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), color, depth, vrs_texture); + } else { + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), color, depth); } } RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_pass_fb(uint32_t p_color_pass_flags) { - if (color_framebuffers.has(p_color_pass_flags)) { - return color_framebuffers[p_color_pass_flags]; - } - - bool use_msaa = msaa != RS::VIEWPORT_MSAA_DISABLED; + ERR_FAIL_NULL_V(render_buffers, RID()); + bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED; - Vector<RID> fb; - fb.push_back(use_msaa ? color_msaa : color); + int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? render_buffers->get_view_count() : 1; + RID color = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA) : render_buffers->get_internal_texture(); + RID specular; if (p_color_pass_flags & COLOR_PASS_FLAG_SEPARATE_SPECULAR) { ensure_specular(); - fb.push_back(use_msaa ? specular_msaa : specular); - } else { - fb.push_back(RID()); + specular = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_SPECULAR_MSAA : RB_TEX_SPECULAR); } + RID velocity_buffer; if (p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) { - ensure_velocity(); - fb.push_back(use_msaa ? velocity_buffer_msaa : velocity_buffer); - } else { - fb.push_back(RID()); + render_buffers->ensure_velocity(); + velocity_buffer = render_buffers->get_velocity_buffer(use_msaa); } - fb.push_back(use_msaa ? depth_msaa : depth); + RID depth = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA) : render_buffers->get_depth_texture(); - if (vrs.is_valid()) { - fb.push_back(vrs); - } + if (render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE)) { + RID vrs_texture = render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE); - int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? view_count : 1; - RID framebuffer = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, v_count); - color_framebuffers[p_color_pass_flags] = framebuffer; - return framebuffer; + return FramebufferCacheRD::get_singleton()->get_cache_multiview(v_count, color, specular, velocity_buffer, depth, vrs_texture); + } else { + return FramebufferCacheRD::get_singleton()->get_cache_multiview(v_count, color, specular, velocity_buffer, depth); + } } -void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb) { - ERR_FAIL_COND_MSG(rb->view_count > 2, "Only support up to two views for roughness texture"); +RID RenderForwardClustered::RenderBufferDataForwardClustered::get_depth_fb(DepthFrameBufferType p_type) { + ERR_FAIL_NULL_V(render_buffers, RID()); + bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED; - if (rb->normal_roughness_buffer.is_valid()) { - return; - } + RID depth = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA) : render_buffers->get_depth_texture(); - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - tf.width = rb->width; - tf.height = rb->height; - if (rb->view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.array_layers = rb->view_count; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - } - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + switch (p_type) { + case DEPTH_FB: { + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), depth); + } break; + case DEPTH_FB_ROUGHNESS: { + ensure_normal_roughness_texture(); - if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - } else { - tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - } + RID normal_roughness_buffer = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_ROUGHNESS_MSAA : RB_TEX_ROUGHNESS); - rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), depth, normal_roughness_buffer); + } break; + case DEPTH_FB_ROUGHNESS_VOXELGI: { + ensure_normal_roughness_texture(); + ensure_voxelgi(); - if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) { - Vector<RID> fb; - fb.push_back(rb->depth); - fb.push_back(rb->normal_roughness_buffer); - rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count); - } else { - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - tf.samples = rb->texture_samples; - rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RID normal_roughness_buffer = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_ROUGHNESS_MSAA : RB_TEX_ROUGHNESS); + RID voxelgi_buffer = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_VOXEL_GI_MSAA : RB_TEX_VOXEL_GI); - Vector<RID> fb; - fb.push_back(rb->depth_msaa); - fb.push_back(rb->normal_roughness_buffer_msaa); - rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count); + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), depth, normal_roughness_buffer, voxelgi_buffer); + } break; + default: { + ERR_FAIL_V(RID()); + } break; } +} - if (rb->view_count == 1) { - rb->normal_roughness_views[0] = rb->normal_roughness_buffer; - if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { - rb->normal_roughness_msaa_views[0] = rb->normal_roughness_buffer_msaa; - } - } else { - for (uint32_t v = 0; v < rb->view_count; v++) { - rb->normal_roughness_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->normal_roughness_buffer, v, 0); - if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { - rb->normal_roughness_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->normal_roughness_buffer_msaa, v, 0); - } - } - } +RID RenderForwardClustered::RenderBufferDataForwardClustered::get_specular_only_fb() { + bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED; + + RID specular = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_SPECULAR_MSAA : RB_TEX_SPECULAR); + + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), specular); } -RendererSceneRenderRD::RenderBufferData *RenderForwardClustered::_create_render_buffer_data() { - return memnew(RenderBufferDataForwardClustered); +void RenderForwardClustered::setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) { + Ref<RenderBufferDataForwardClustered> data; + data.instantiate(); + p_render_buffers->set_custom_data(RB_SCOPE_FORWARD_CLUSTERED, data); + + Ref<RendererRD::GI::RenderBuffersGI> rbgi; + rbgi.instantiate(); + p_render_buffers->set_custom_data(RB_SCOPE_GI, rbgi); } bool RenderForwardClustered::free(RID p_rid) { @@ -801,6 +573,8 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p } void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) { + Ref<RenderSceneBuffersRD> rd = p_render_data->render_buffers; + //Projection projection = p_render_data->cam_projection; //projection.flip_y(); // Vulkan and modern APIs use Y-Down Projection correction; @@ -868,22 +642,23 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.volumetric_fog_enabled = false; scene_state.ubo.fog_enabled = false; - if (p_render_data->render_buffers.is_valid()) { - RenderBufferDataForwardClustered *render_buffers = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); - if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) { + if (rd.is_valid()) { + if (rd->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { scene_state.ubo.gi_upscale_for_msaa = true; } - if (render_buffers_has_volumetric_fog(p_render_data->render_buffers)) { + if (rd->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = rd->get_custom_data(RB_SCOPE_FOG); + scene_state.ubo.volumetric_fog_enabled = true; - float fog_end = render_buffers_get_volumetric_fog_end(p_render_data->render_buffers); + float fog_end = fog->length; if (fog_end > 0.0) { scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; } else { scene_state.ubo.volumetric_fog_inv_length = 1.0; } - float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_data->render_buffers); //reverse lookup + float fog_detail_spread = fog->spread; //reverse lookup if (fog_detail_spread > 0.0) { scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; } else { @@ -1011,9 +786,8 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount(); scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit(); - if (p_render_data->render_buffers.is_valid()) { - RenderBufferDataForwardClustered *render_buffers = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); - if (render_buffers->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { + if (rd.is_valid()) { + if (rd->get_use_taa() || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { memcpy(&scene_state.prev_ubo, &scene_state.ubo, sizeof(SceneState::UBO)); Projection prev_correction; @@ -1433,9 +1207,11 @@ void RenderForwardClustered::_setup_lightmaps(const RenderDataRD *p_render_data, } void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) { - RenderBufferDataForwardClustered *render_buffer = nullptr; - if (p_render_data->render_buffers.is_valid()) { - render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); + Ref<RenderSceneBuffersRD> rb; + Ref<RenderBufferDataForwardClustered> rb_data; + if (p_render_data && p_render_data->render_buffers.is_valid()) { + rb = p_render_data->render_buffers; + rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); } static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 }; @@ -1463,11 +1239,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool reverse_cull = false; bool using_ssil = p_render_data->environment.is_valid() && environment_get_ssil_enabled(p_render_data->environment); - if (render_buffer) { - screen_size.x = render_buffer->width; - screen_size.y = render_buffer->height; + if (rb.is_valid()) { + screen_size = rb->get_internal_size(); - if (render_buffer->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { + if (rb->get_use_taa() || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { color_pass_flags |= COLOR_PASS_FLAG_MOTION_VECTORS; } @@ -1495,17 +1270,14 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co switch (depth_pass_mode) { case PASS_MODE_DEPTH: { - depth_framebuffer = render_buffer->depth_fb; + depth_framebuffer = rb_data->get_depth_fb(); } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { - _allocate_normal_roughness_texture(render_buffer); - depth_framebuffer = render_buffer->depth_normal_roughness_fb; + depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS); depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: { - _allocate_normal_roughness_texture(render_buffer); - render_buffer->ensure_voxelgi(); - depth_framebuffer = render_buffer->depth_normal_roughness_voxelgi_fb; + depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI); depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); depth_pass_clear.push_back(Color(0, 0, 0, 0)); } break; @@ -1517,8 +1289,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co color_pass_flags |= COLOR_PASS_FLAG_MULTIVIEW; } - color_framebuffer = render_buffer->get_color_pass_fb(color_pass_flags); - color_only_framebuffer = render_buffer->color_only_fb; + color_framebuffer = rb_data->get_color_pass_fb(color_pass_flags); + color_only_framebuffer = rb_data->get_color_only_fb(); } else if (p_render_data->reflection_probe.is_valid()) { uint32_t resolution = reflection_probe_instance_get_resolution(p_render_data->reflection_probe); screen_size.x = resolution; @@ -1558,12 +1330,12 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_end_label(); - bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; + bool using_sss = rb_data.is_valid() && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; if (using_sss && !using_separate_specular) { using_separate_specular = true; color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR; - color_framebuffer = render_buffer->get_color_pass_fb(color_pass_flags); + color_framebuffer = rb_data->get_color_pass_fb(color_pass_flags); } RID radiance_texture; bool draw_sky = false; @@ -1591,7 +1363,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co clear_color.r *= bg_energy_multiplier; clear_color.g *= bg_energy_multiplier; clear_color.b *= bg_energy_multiplier; - if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_get_fog_enabled(p_render_data->environment)) { + if ((rb.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); } @@ -1601,7 +1373,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co clear_color.r *= bg_energy_multiplier; clear_color.g *= bg_energy_multiplier; clear_color.b *= bg_energy_multiplier; - if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_get_fog_enabled(p_render_data->environment)) { + if ((rb.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); } @@ -1631,7 +1403,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co projection = correction * p_render_data->cam_projection; } - sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this); + sky.setup(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this); sky_energy_multiplier *= bg_energy_multiplier; @@ -1653,7 +1425,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES; bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid(); - bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment); + bool using_ssao = depth_pre_pass && rb.is_valid() && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment); bool continue_depth = false; if (depth_pre_pass) { //depth pre pass @@ -1676,7 +1448,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID()); bool finish_depth = using_ssao || using_sdfgi || using_voxelgi; - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); _render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear); RD::get_singleton()->draw_command_end_label(); @@ -1685,19 +1457,19 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co _pre_resolve_render(p_render_data, using_sdfgi || using_voxelgi); } - if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { + if (rb.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { RENDER_TIMESTAMP("Resolve Depth Pre-Pass (MSAA)"); RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass (MSAA)"); if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI) { if (needs_pre_resolve) { RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE); } - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - resolve_effects->resolve_gi(render_buffer->depth_msaa_views[v], render_buffer->normal_roughness_msaa_views[v], using_voxelgi ? render_buffer->voxelgi_msaa_views[v] : RID(), render_buffer->depth_views[v], render_buffer->normal_roughness_views[v], using_voxelgi ? render_buffer->voxelgi_views[v] : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + resolve_effects->resolve_gi(rb_data->get_depth_msaa(v), rb_data->get_normal_roughness_msaa(v), using_voxelgi ? rb_data->get_voxelgi_msaa(v) : RID(), rb->get_depth_texture(v), rb_data->get_normal_roughness(v), using_voxelgi ? rb_data->get_voxelgi(v) : RID(), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); } } else if (finish_depth) { - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); } } RD::get_singleton()->draw_command_end_label(); @@ -1706,15 +1478,20 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co continue_depth = !finish_depth; } - RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS]; - _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_views : nullrids, render_buffer ? render_buffer->voxelgi_buffer : RID(), render_buffer ? render_buffer->vrs_views : nullrids); + RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS]; + if (rb_data.is_valid() && rb_data->has_normal_roughness()) { + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + normal_roughness_views[v] = rb_data->get_normal_roughness(v); + } + } + _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, normal_roughness_views, rb_data.is_valid() && rb_data->has_voxelgi() ? rb_data->get_voxelgi() : RID()); RD::get_singleton()->draw_command_begin_label("Render Opaque Pass"); scene_state.ubo.directional_light_count = p_render_data->directional_light_count; scene_state.ubo.opaque_prepass_threshold = 0.0f; - _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid()); + _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, rb.is_valid()); RENDER_TIMESTAMP("Render Opaque Pass"); @@ -1730,22 +1507,22 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co Vector<Color> c; { Color cc = clear_color.srgb_to_linear(); - if (using_separate_specular || render_buffer) { + if (using_separate_specular || rb_data.is_valid()) { cc.a = 0; //subsurf scatter must be 0 } c.push_back(cc); - if (render_buffer) { + if (rb_data.is_valid()) { c.push_back(Color(0, 0, 0, 0)); // Separate specular c.push_back(Color(0, 0, 0, 0)); // Motion vectors } } - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); _render_list_with_threads(&render_list_params, color_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); if (will_continue_color && using_separate_specular) { // close the specular framebuffer, as it's no longer used - 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); + RD::get_singleton()->draw_list_begin(rb_data->get_specular_only_fb(), RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE); RD::get_singleton()->draw_list_end(); } } @@ -1780,7 +1557,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co for (uint32_t v = 0; v < p_render_data->view_count; v++) { cms[v] = (dc * p_render_data->view_projection[v]) * Projection(p_render_data->cam_transform.affine_inverse()); } - _debug_sdfgi_probes(p_render_data->render_buffers, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth); + _debug_sdfgi_probes(rb, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth); } if (draw_sky || draw_sky_fog_only) { @@ -1799,21 +1576,21 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_end_label(); } - if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { + if (rb.is_valid() && !can_continue_color && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { // Handle views individual, might want to look at rewriting our resolve to do both layers in one pass. - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v)); } if (using_separate_specular) { - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa_views[v], render_buffer->specular_views[v]); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + RD::get_singleton()->texture_resolve_multisample(rb_data->get_specular_msaa(v), rb_data->get_specular(v)); } } } - if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + if (rb.is_valid() && !can_continue_depth && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); } } @@ -1821,19 +1598,23 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co if (using_sss) { RENDER_TIMESTAMP("Sub-Surface Scattering"); RD::get_singleton()->draw_command_begin_label("Process Sub-Surface Scattering"); - _process_sss(p_render_data->render_buffers, p_render_data->cam_projection); + _process_sss(rb, p_render_data->cam_projection); RD::get_singleton()->draw_command_end_label(); } if (using_ssr) { RENDER_TIMESTAMP("Screen-Space Reflections"); RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections"); - _process_ssr(p_render_data->render_buffers, color_only_framebuffer, render_buffer->normal_roughness_views, render_buffer->specular, render_buffer->specular_views, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED); + RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS]; + for (uint32_t v = 0; v < p_render_data->view_count; v++) { + specular_views[v] = rb_data->get_specular(v); + } + _process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED); RD::get_singleton()->draw_command_end_label(); } else { //just mix specular back RENDER_TIMESTAMP("Merge Specular"); - copy_effects->merge_specular(color_only_framebuffer, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID(), p_render_data->view_count); + copy_effects->merge_specular(color_only_framebuffer, rb_data->get_specular(), rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? RID() : rb->get_internal_texture(), RID(), p_render_data->view_count); } } @@ -1857,8 +1638,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co { uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR); - RID alpha_framebuffer = render_buffer ? render_buffer->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer; - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RID alpha_framebuffer = rb_data.is_valid() ? rb_data->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer; + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); } @@ -1868,13 +1649,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Resolve"); - if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]); - resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + if (rb.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v)); + resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); } - if (render_buffer->use_taa) { // TODO make TAA stereo capable, this will need to be handled in a separate PR - RD::get_singleton()->texture_resolve_multisample(render_buffer->velocity_buffer_msaa, render_buffer->velocity_buffer); + if (taa && rb->get_use_taa()) { + taa->msaa_resolve(rb); } } @@ -1883,17 +1664,17 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL"); if (using_ssil) { RENDER_TIMESTAMP("Copy Final Framebuffer (SSIL)"); - _copy_framebuffer_to_ssil(p_render_data->render_buffers); + _copy_framebuffer_to_ssil(rb); } RD::get_singleton()->draw_command_end_label(); - if (render_buffer && render_buffer->use_taa) { + if (rb.is_valid() && taa && rb->get_use_taa()) { RENDER_TIMESTAMP("TAA") - _process_taa(p_render_data->render_buffers, render_buffer->velocity_buffer, p_render_data->z_near, p_render_data->z_far); + taa->process(rb, _render_buffers_get_color_format(), p_render_data->z_near, p_render_data->z_far); } - if (p_render_data->render_buffers.is_valid()) { - _debug_draw_cluster(p_render_data->render_buffers); + if (rb.is_valid()) { + _debug_draw_cluster(rb); RENDER_TIMESTAMP("Tonemap"); @@ -2160,7 +1941,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance RD::get_singleton()->draw_command_end_label(); } -void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) { +void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) { RENDER_TIMESTAMP("Render SDFGI"); RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel"); @@ -2172,9 +1953,6 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i _update_render_base_uniform_set(); - RenderBufferDataForwardClustered *render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers)); - ERR_FAIL_COND(!render_buffer); - PassMode pass_mode = PASS_MODE_SDF; _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode); render_list[RENDER_LIST_SECONDARY].sort_by_key(); @@ -2449,9 +2227,11 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); - RenderBufferDataForwardClustered *rb = nullptr; + Ref<RenderSceneBuffersRD> rb; // handy for not having to fully type out p_render_data->render_buffers all the time... + Ref<RenderBufferDataForwardClustered> rb_data; if (p_render_data && p_render_data->render_buffers.is_valid()) { - rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); + rb = p_render_data->render_buffers; + rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); } //default render buffer and scene state uniform set @@ -2580,8 +2360,12 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID(); - RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); + RID texture; + if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) { + texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH); + } else { + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); + } u.append_id(texture); uniforms.push_back(u); } @@ -2589,7 +2373,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID(); + RID bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID(); RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); uniforms.push_back(u); @@ -2600,7 +2384,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); + RID texture = rb_data.is_valid() && rb_data->has_normal_roughness() ? rb_data->get_normal_roughness() : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); u.append_id(texture); uniforms.push_back(u); } @@ -2609,7 +2393,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 12; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID aot = rb ? render_buffers_get_ao_texture(p_render_data->render_buffers) : RID(); + RID aot = rb_data.is_valid() ? rb->get_ao_texture() : RID(); RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); uniforms.push_back(u); @@ -2619,8 +2403,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID ambient_buffer = rb ? render_buffers_get_gi_ambient_texture(p_render_data->render_buffers) : RID(); - RID texture = ambient_buffer.is_valid() ? ambient_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); uniforms.push_back(u); } @@ -2629,8 +2412,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 14; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID reflection_buffer = rb ? render_buffers_get_gi_reflection_texture(p_render_data->render_buffers) : RID(); - RID texture = reflection_buffer.is_valid() ? reflection_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); uniforms.push_back(u); } @@ -2639,9 +2421,11 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 15; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID t; - if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) { - t = render_buffers_get_sdfgi_irradiance_probes(p_render_data->render_buffers); - } else { + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + t = sdfgi->lightprobe_texture; + } + if (t.is_null()) { t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); } u.append_id(t); @@ -2651,18 +2435,27 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 16; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) { - u.append_id(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers)); - } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + RID t; + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + t = sdfgi->occlusion_texture; } + if (t.is_null()) { + t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); + } + u.append_id(t); uniforms.push_back(u); } { RD::Uniform u; u.binding = 17; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.append_id(rb ? render_buffers_get_voxel_gi_buffer(p_render_data->render_buffers) : render_buffers_get_default_voxel_gi_buffer()); + RID voxel_gi; + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_GI)) { + Ref<RendererRD::GI::RenderBuffersGI> rbgi = rb->get_custom_data(RB_SCOPE_GI); + voxel_gi = rbgi->get_voxel_gi_buffer(); + } + u.append_id(voxel_gi.is_valid() ? voxel_gi : render_buffers_get_default_voxel_gi_buffer()); uniforms.push_back(u); } { @@ -2670,8 +2463,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 18; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID vfog = RID(); - if (rb && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) { - vfog = render_buffers_get_volumetric_fog_texture(p_render_data->render_buffers); + if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = rb->get_custom_data(RB_SCOPE_FOG); + vfog = fog->fog_map; if (vfog.is_null()) { vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } @@ -2685,7 +2479,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 19; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID ssil = rb ? render_buffers_get_ssil_texture(p_render_data->render_buffers) : RID(); + RID ssil = rb_data.is_valid() ? rb->get_ssil_texture() : RID(); RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); uniforms.push_back(u); @@ -2828,16 +2622,14 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET, uniforms); } -RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) { - RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers)); +RID RenderForwardClustered::_render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) { + Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); - return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->normal_roughness_buffer : rb->normal_roughness_buffer_msaa; + return p_render_buffers->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? rb_data->get_normal_roughness() : rb_data->get_normal_roughness_msaa(); } -RID RenderForwardClustered::_render_buffers_get_velocity_texture(RID p_render_buffers) { - RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers)); - - return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->velocity_buffer : rb->velocity_buffer_msaa; +RID RenderForwardClustered::_render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) { + return p_render_buffers->get_velocity_buffer(p_render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED); } RenderForwardClustered *RenderForwardClustered::singleton = nullptr; @@ -3383,9 +3175,15 @@ RenderForwardClustered::RenderForwardClustered() { _update_shader_quality_settings(); resolve_effects = memnew(RendererRD::Resolve()); + taa = memnew(RendererRD::TAA); } RenderForwardClustered::~RenderForwardClustered() { + if (taa != nullptr) { + memdelete(taa); + taa = nullptr; + } + if (resolve_effects != nullptr) { memdelete(resolve_effects); resolve_effects = nullptr; diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index 3d74f6769e..35379cd69b 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -33,12 +33,22 @@ #include "core/templates/paged_allocator.h" #include "servers/rendering/renderer_rd/effects/resolve.h" +#include "servers/rendering/renderer_rd/effects/taa.h" #include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/utilities.h" +#define RB_SCOPE_FORWARD_CLUSTERED SNAME("forward_clustered") + +#define RB_TEX_SPECULAR SNAME("specular") +#define RB_TEX_SPECULAR_MSAA SNAME("specular_msaa") +#define RB_TEX_ROUGHNESS SNAME("normal_roughnesss") +#define RB_TEX_ROUGHNESS_MSAA SNAME("normal_roughnesss_msaa") +#define RB_TEX_VOXEL_GI SNAME("voxel_gi") +#define RB_TEX_VOXEL_GI_MSAA SNAME("voxel_gi_msaa") + namespace RendererSceneRenderImplementation { class RenderForwardClustered : public RendererSceneRenderRD { @@ -81,73 +91,67 @@ class RenderForwardClustered : public RendererSceneRenderRD { /* Framebuffer */ - struct RenderBufferDataForwardClustered : public RenderBufferData { - //for rendering, may be MSAAd - - RID color; - RID depth; - RID specular; - RID normal_roughness_buffer; - RID voxelgi_buffer; - RID velocity_buffer; + class RenderBufferDataForwardClustered : public RenderBufferCustomDataRD { + GDCLASS(RenderBufferDataForwardClustered, RenderBufferCustomDataRD) - RS::ViewportMSAA msaa; - RD::TextureSamples texture_samples; - bool use_taa; + private: + RenderSceneBuffersRD *render_buffers = nullptr; + RD::TextureSamples texture_samples = RD::TEXTURE_SAMPLES_1; - RID color_msaa; - RID depth_msaa; - RID specular_msaa; - RID normal_roughness_buffer_msaa; - RID voxelgi_buffer_msaa; - RID velocity_buffer_msaa; + public: + //for rendering, may be MSAAd - RID depth_fb; - RID depth_normal_roughness_fb; - RID depth_normal_roughness_voxelgi_fb; - RID color_only_fb; - RID specular_only_fb; + enum DepthFrameBufferType { + DEPTH_FB, + DEPTH_FB_ROUGHNESS, + DEPTH_FB_ROUGHNESS_VOXELGI + }; - RID vrs; + RID render_sdfgi_uniform_set; - int width, height; - HashMap<uint32_t, RID> color_framebuffers; + RID get_color_msaa() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA); } + RID get_color_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA, p_layer, 0); } - // for multiview - uint32_t view_count = 1; - RID color_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this - RID depth_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this - RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID specular_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID color_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID depth_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID normal_roughness_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID voxelgi_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID voxelgi_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID vrs_views[RendererSceneRender::MAX_RENDER_VIEWS]; + RID get_depth_msaa() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA); } + RID get_depth_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA, p_layer, 0); } - RID render_sdfgi_uniform_set; void ensure_specular(); + bool has_specular() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR); } + RID get_specular() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR); } + RID get_specular(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR, p_layer, 0); } + RID get_specular_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR_MSAA, p_layer, 0); } + + void ensure_normal_roughness_texture(); + bool has_normal_roughness() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS); } + RID get_normal_roughness() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS); } + RID get_normal_roughness(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS, p_layer, 0); } + RID get_normal_roughness_msaa() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS_MSAA); } + RID get_normal_roughness_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS_MSAA, p_layer, 0); } + void ensure_voxelgi(); - void ensure_velocity(); - void clear(); - virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture); + bool has_voxelgi() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI); } + RID get_voxelgi() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI); } + RID get_voxelgi(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI, p_layer, 0); } + RID get_voxelgi_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI_MSAA, p_layer, 0); } + + RID get_color_only_fb(); RID get_color_pass_fb(uint32_t p_color_pass_flags); + RID get_depth_fb(DepthFrameBufferType p_type = DEPTH_FB); + RID get_specular_only_fb(); - ~RenderBufferDataForwardClustered(); + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override; + virtual void free_data() override; }; - virtual RenderBufferData *_create_render_buffer_data() override; - void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb); + virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) override; RID render_base_uniform_set; uint64_t lightmap_texture_array_version = 0xFFFFFFFF; virtual void _base_uniforms_changed() override; - virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override; - virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) override; + virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override; + virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override; bool base_uniform_set_updated = false; void _update_render_base_uniform_set(); @@ -612,6 +616,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { virtual void _update_shader_quality_settings() override; RendererRD::Resolve *resolve_effects = nullptr; + RendererRD::TAA *taa = nullptr; protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; @@ -623,7 +628,7 @@ protected: virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) override; virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) override; + virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) override; virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override; public: diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 67d001dcb7..46d90e75fb 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -69,183 +69,175 @@ void RenderForwardMobile::_map_forward_id(ForwardIDType p_type, ForwardID p_id, /* Render buffer */ -void RenderForwardMobile::RenderBufferDataForwardMobile::clear() { - if (color_msaa.is_valid()) { - RD::get_singleton()->free(color_msaa); - color_msaa = RID(); +void RenderForwardMobile::RenderBufferDataForwardMobile::free_data() { + // this should already be done but JIC.. + if (render_buffers) { + render_buffers->clear_context(RB_SCOPE_MOBILE); } +} - if (depth_msaa.is_valid()) { - RD::get_singleton()->free(depth_msaa); - depth_msaa = RID(); +void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RenderSceneBuffersRD *p_render_buffers) { + if (render_buffers) { + // JIC + free_data(); } - color = RID(); - depth = RID(); - for (int i = 0; i < FB_CONFIG_MAX; i++) { - color_fbs[i] = RID(); - } -} + render_buffers = p_render_buffers; + ERR_FAIL_NULL(render_buffers); // Huh? really? -void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) { - clear(); + RS::ViewportMSAA msaa_3d = render_buffers->get_msaa_3d(); + if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) { + // Create our MSAA textures... - msaa = p_msaa; - vrs = p_vrs_texture; + RD::DataFormat format = render_buffers->get_base_data_format(); + uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - Size2i target_size = RD::get_singleton()->texture_size(p_target_buffer); + const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { + RD::TEXTURE_SAMPLES_1, + RD::TEXTURE_SAMPLES_2, + RD::TEXTURE_SAMPLES_4, + RD::TEXTURE_SAMPLES_8, + }; - width = p_width; - height = p_height; - bool is_scaled = (target_size.width != p_width) || (target_size.height != p_height); - view_count = p_view_count; + texture_samples = ts[msaa_3d]; - color = p_color_buffer; - depth = p_depth_buffer; + render_buffers->create_texture(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA, format, usage_bits, texture_samples); - // We are creating 4 configurations here for our framebuffers. + format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; + usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) { - Vector<RID> fb; - fb.push_back(p_color_buffer); // 0 - color buffer - fb.push_back(depth); // 1 - depth buffer - if (vrs.is_valid()) { - fb.push_back(vrs); // 2 - vrs texture - } + render_buffers->create_texture(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA, format, usage_bits, texture_samples); + } +} - // Now define our subpasses - Vector<RD::FramebufferPass> passes; - RD::FramebufferPass pass; +RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(FramebufferConfigType p_config_type) { + ERR_FAIL_NULL_V(render_buffers, RID()); - // re-using the same attachments - pass.color_attachments.push_back(0); - pass.depth_attachment = 1; - if (vrs.is_valid()) { - pass.vrs_attachment = 2; - } + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + ERR_FAIL_NULL_V(texture_storage, RID()); - // - opaque pass - passes.push_back(pass); - color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); + // We use our framebuffer cache here instead of building these in RenderBufferDataForwardMobile::configure + // This approach ensures we only build the framebuffers we actually need for this viewport. + // In the (near) future this means that if we cycle through a texture chain for our render target, we'll also support + // this. - // - add sky pass - passes.push_back(pass); - color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); + RS::ViewportMSAA msaa_3d = render_buffers->get_msaa_3d(); + bool use_msaa = msaa_3d != RS::VIEWPORT_MSAA_DISABLED; - // - add alpha pass - passes.push_back(pass); - color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); + uint32_t view_count = render_buffers->get_view_count(); - if (!is_scaled) { - // - add blit to 2D pass - int target_buffer_id = fb.size(); - fb.push_back(p_target_buffer); // 2/3 - target buffer + RID vrs_texture; + if (render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE)) { + vrs_texture = render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE); + } - RD::FramebufferPass blit_pass; - blit_pass.color_attachments.push_back(target_buffer_id); - blit_pass.input_attachments.push_back(0); - passes.push_back(blit_pass); // this doesn't need VRS + Vector<RID> textures; + int color_buffer_id = 0; + textures.push_back(use_msaa ? get_color_msaa() : render_buffers->get_internal_texture()); // 0 - color buffer + textures.push_back(use_msaa ? get_depth_msaa() : render_buffers->get_depth_texture()); // 1 - depth buffer + if (vrs_texture.is_valid()) { + textures.push_back(vrs_texture); // 2 - vrs texture + } + if (use_msaa) { + color_buffer_id = textures.size(); + textures.push_back(render_buffers->get_internal_texture()); // color buffer for resolve - color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); - } else { - // can't do our blit pass if resolutions don't match - color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RID(); - } - } else { - RD::DataFormat color_format = RenderForwardMobile::singleton->_render_buffers_get_color_format(); + // TODO add support for resolving depth buffer!!! + } - RD::TextureFormat tf; - if (view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - } - tf.format = color_format; - tf.width = p_width; - tf.height = p_height; - tf.array_layers = view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + // Now define our subpasses + Vector<RD::FramebufferPass> passes; - const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { - RD::TEXTURE_SAMPLES_1, - RD::TEXTURE_SAMPLES_2, - RD::TEXTURE_SAMPLES_4, - RD::TEXTURE_SAMPLES_8, - }; + // Define our base pass, we'll be re-using this + RD::FramebufferPass pass; + pass.color_attachments.push_back(0); + pass.depth_attachment = 1; + if (vrs_texture.is_valid()) { + pass.vrs_attachment = 2; + } + + switch (p_config_type) { + case FB_CONFIG_ONE_PASS: { + // just one pass + if (use_msaa) { + // Add resolve + pass.resolve_attachments.push_back(color_buffer_id); + } + passes.push_back(pass); - texture_samples = ts[p_msaa]; - tf.samples = texture_samples; + return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count); + } break; + case FB_CONFIG_TWO_SUBPASSES: { + // - opaque pass + passes.push_back(pass); - color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + // - add sky pass + if (use_msaa) { + // add resolve + pass.resolve_attachments.push_back(color_buffer_id); + } + passes.push_back(pass); - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; - tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count); + } break; + case FB_CONFIG_THREE_SUBPASSES: { + // - opaque pass + passes.push_back(pass); - depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + // - add sky pass + passes.push_back(pass); - { - Vector<RID> fb; - fb.push_back(color_msaa); // 0 - msaa color buffer - fb.push_back(depth_msaa); // 1 - msaa depth buffer - if (vrs.is_valid()) { - fb.push_back(vrs); // 2 - vrs texture + // - add alpha pass + if (use_msaa) { + // add resolve + pass.resolve_attachments.push_back(color_buffer_id); } + passes.push_back(pass); - // Now define our subpasses - Vector<RD::FramebufferPass> passes; - RD::FramebufferPass pass; + return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count); + } break; + case FB_CONFIG_FOUR_SUBPASSES: { + Size2i target_size = render_buffers->get_target_size(); + Size2i internal_size = render_buffers->get_internal_size(); - // re-using the same attachments - pass.color_attachments.push_back(0); - pass.depth_attachment = 1; - if (vrs.is_valid()) { - pass.vrs_attachment = 2; - } + // can't do our blit pass if resolutions don't match + ERR_FAIL_COND_V(target_size != internal_size, RID()); // - opaque pass passes.push_back(pass); // - add sky pass - int color_buffer_id = fb.size(); - fb.push_back(color); // color buffer - passes.push_back(pass); // without resolve for our 3 + 4 subpass config - { - // but with resolve for our 2 subpass config - Vector<RD::FramebufferPass> two_passes; - two_passes.push_back(pass); // opaque subpass without resolve - pass.resolve_attachments.push_back(color_buffer_id); - two_passes.push_back(pass); // sky subpass with resolve + passes.push_back(pass); - color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, two_passes, RenderingDevice::INVALID_ID, view_count); + // - add alpha pass + if (use_msaa) { + // add resolve + pass.resolve_attachments.push_back(color_buffer_id); } - - // - add alpha pass (with resolve, we just added that above) passes.push_back(pass); - color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); - { - // we also need our one pass with resolve - Vector<RD::FramebufferPass> one_pass_with_resolve; - one_pass_with_resolve.push_back(pass); // note our pass configuration already has resolve.. - color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, one_pass_with_resolve, RenderingDevice::INVALID_ID, view_count); - } + // - add blit to 2D pass + RID render_target = render_buffers->get_render_target(); + ERR_FAIL_COND_V(render_target.is_null(), RID()); + RID target_buffer = texture_storage->render_target_get_rd_texture(render_target); + ERR_FAIL_COND_V(target_buffer.is_null(), RID()); - if (!is_scaled) { - // - add blit to 2D pass - int target_buffer_id = fb.size(); - fb.push_back(p_target_buffer); // target buffer - RD::FramebufferPass blit_pass; - blit_pass.color_attachments.push_back(target_buffer_id); - blit_pass.input_attachments.push_back(color_buffer_id); - passes.push_back(blit_pass); + int target_buffer_id = textures.size(); + textures.push_back(target_buffer); // target buffer - color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); - } else { - // can't do our blit pass if resolutions don't match - color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RID(); - } - } - } + RD::FramebufferPass blit_pass; + blit_pass.input_attachments.push_back(color_buffer_id); // Read from our (resolved) color buffer + blit_pass.color_attachments.push_back(target_buffer_id); // Write into our target buffer + // this doesn't need VRS + passes.push_back(blit_pass); + + return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count); + } break; + default: + break; + }; + + return RID(); } RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) { @@ -274,12 +266,11 @@ RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_ return RD::get_singleton()->framebuffer_create_multipass(fb, passes); } -RenderForwardMobile::RenderBufferDataForwardMobile::~RenderBufferDataForwardMobile() { - clear(); -} +void RenderForwardMobile::setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) { + Ref<RenderBufferDataForwardMobile> data; + data.instantiate(); -RendererSceneRenderRD::RenderBufferData *RenderForwardMobile::_create_render_buffer_data() { - return memnew(RenderBufferDataForwardMobile); + p_render_buffers->set_custom_data(RB_SCOPE_MOBILE, data); } bool RenderForwardMobile::free(RID p_rid) { @@ -314,9 +305,11 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ //there should always be enough uniform buffers for render passes, otherwise bugs ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID()); - RenderBufferDataForwardMobile *rb = nullptr; + Ref<RenderBufferDataForwardMobile> rb_data; + Ref<RenderSceneBuffersRD> rb; if (p_render_data && p_render_data->render_buffers.is_valid()) { - rb = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers)); + rb = p_render_data->render_buffers; + rb_data = rb->get_custom_data(RB_SCOPE_MOBILE); } // default render buffer and scene state uniform set @@ -442,8 +435,12 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ RD::Uniform u; u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID(); - RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); + RID texture; + if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) { + texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH); + } else { + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); + } u.append_id(texture); uniforms.push_back(u); } @@ -451,7 +448,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ RD::Uniform u; u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID(); + RID bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID(); RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); uniforms.push_back(u); @@ -500,9 +497,9 @@ void RenderForwardMobile::_setup_lightmaps(const RenderDataRD *p_render_data, co } void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) { - RenderBufferDataForwardMobile *render_buffer = nullptr; + Ref<RenderBufferDataForwardMobile> rb_data; if (p_render_data->render_buffers.is_valid()) { - render_buffer = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers)); + rb_data = p_render_data->render_buffers->get_custom_data(RB_SCOPE_MOBILE); } RENDER_TIMESTAMP("Setup 3D Scene"); @@ -538,12 +535,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_render_data->instances->size(); } - if (render_buffer) { + if (rb_data.is_valid()) { // setup rendering to render buffer - screen_size.x = render_buffer->width; - screen_size.y = render_buffer->height; + screen_size = p_render_data->render_buffers->get_internal_size(); - if (render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES].is_null()) { + if (rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) { // can't do blit subpass using_subpass_post_process = false; } else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) || RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes))) { @@ -559,13 +555,13 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (using_subpass_post_process) { // all as subpasses - framebuffer = render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES]; + framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES); } else if (using_subpass_transparent) { // our tonemap pass is separate - framebuffer = render_buffer->color_fbs[FB_CONFIG_THREE_SUBPASSES]; + framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_THREE_SUBPASSES); } else { // only opaque and sky as subpasses - framebuffer = render_buffer->color_fbs[FB_CONFIG_TWO_SUBPASSES]; + framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_TWO_SUBPASSES); } } else if (p_render_data->reflection_probe.is_valid()) { uint32_t resolution = reflection_probe_instance_get_resolution(p_render_data->reflection_probe); @@ -626,7 +622,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color clear_color.g *= bg_energy_multiplier; clear_color.b *= bg_energy_multiplier; /* - if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) { + if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); } @@ -638,7 +634,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color clear_color.g *= bg_energy_multiplier; clear_color.b *= bg_energy_multiplier; /* - if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) { + if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); } @@ -708,7 +704,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS]; - _pre_opaque_render(p_render_data, false, false, false, nullrids, RID(), nullrids); + _pre_opaque_render(p_render_data, false, false, false, nullrids, RID()); uint32_t spec_constant_base_flags = 0; @@ -728,7 +724,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } } { - if (render_buffer) { + if (rb_data.is_valid()) { RD::get_singleton()->draw_command_begin_label("Render 3D Pass"); } else { RD::get_singleton()->draw_command_begin_label("Render Reflection Probe Pass"); @@ -759,8 +755,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color // regular forward for now Vector<Color> c; c.push_back(clear_color.srgb_to_linear()); // our render buffer - if (render_buffer) { - if (render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { + if (rb_data.is_valid()) { + if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { c.push_back(clear_color.srgb_to_linear()); // our resolve buffer } if (using_subpass_post_process) { @@ -859,8 +855,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color // note if we are using MSAA we should get an automatic resolve through our subpass configuration. // blit to tonemap - if (render_buffer && using_subpass_post_process) { - _post_process_subpass(render_buffer->color, framebuffer, p_render_data); + if (rb_data.is_valid() && using_subpass_post_process) { + _post_process_subpass(p_render_data->render_buffers->get_internal_texture(), framebuffer, p_render_data); } RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass @@ -869,7 +865,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } else { RENDER_TIMESTAMP("Render Transparent"); - framebuffer = render_buffer->color_fbs[FB_CONFIG_ONE_PASS]; + framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_ONE_PASS); // this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation // _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); @@ -897,7 +893,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } } - if (render_buffer && !using_subpass_post_process) { + if (rb_data.is_valid() && !using_subpass_post_process) { RD::get_singleton()->draw_command_begin_label("Post process pass"); // If we need extra effects we do this in its own pass @@ -908,7 +904,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::get_singleton()->draw_command_end_label(); // Post process pass } - if (render_buffer) { + if (rb_data.is_valid()) { _disable_clear_request(p_render_data); } } @@ -1132,7 +1128,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *> RD::get_singleton()->draw_command_end_label(); } -void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) { +void RenderForwardMobile::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) { // we don't do GI in low end.. } @@ -1364,15 +1360,11 @@ void RenderForwardMobile::_update_render_base_uniform_set() { } } -RID RenderForwardMobile::_render_buffers_get_normal_texture(RID p_render_buffers) { - // RenderBufferDataForwardMobile *rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffers); - - // We don't have this. This is for debugging - // return rb->normal_roughness_buffer; +RID RenderForwardMobile::_render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) { return RID(); } -RID RenderForwardMobile::_render_buffers_get_velocity_texture(RID p_render_buffers) { +RID RenderForwardMobile::_render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) { return RID(); } @@ -1625,37 +1617,6 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, //time global variables scene_state.ubo.time = time; - /* - scene_state.ubo.gi_upscale_for_msaa = false; - scene_state.ubo.volumetric_fog_enabled = false; - scene_state.ubo.fog_enabled = false; - - if (p_render_data->render_buffers.is_valid()) { - RenderBufferDataForwardMobile *render_buffers = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers)); - if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) { - scene_state.ubo.gi_upscale_for_msaa = true; - } - - if (render_buffers_has_volumetric_fog(p_render_data->render_buffers)) { - scene_state.ubo.volumetric_fog_enabled = true; - float fog_end = render_buffers_get_volumetric_fog_end(p_render_data->render_buffers); - if (fog_end > 0.0) { - scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; - } else { - scene_state.ubo.volumetric_fog_inv_length = 1.0; - } - - float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_data->render_buffers); //reverse lookup - if (fog_detail_spread > 0.0) { - scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; - } else { - scene_state.ubo.volumetric_fog_detail_spread = 1.0; - } - } - } - - */ - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { scene_state.ubo.use_ambient_light = true; scene_state.ubo.ambient_light_color_energy[0] = 1; diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index cc3e245f2f..da1cd85fb3 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -37,6 +37,8 @@ #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/storage_rd/utilities.h" +#define RB_SCOPE_MOBILE SNAME("mobile") + namespace RendererSceneRenderImplementation { class RenderForwardMobile : public RendererSceneRenderRD { @@ -107,43 +109,38 @@ protected: /* Render Buffer */ - // We can have: - // - 4 subpasses combining the full render cycle - // - 3 subpasses + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer) - // - 2 subpasses + 1 normal pass for transparent + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer) - enum RenderBufferMobileFramebufferConfigType { - FB_CONFIG_ONE_PASS, // Single pass frame buffer for alpha pass - FB_CONFIG_TWO_SUBPASSES, // Opaque + Sky sub pass - FB_CONFIG_THREE_SUBPASSES, // Opaque + Sky + Alpha sub pass - FB_CONFIG_FOUR_SUBPASSES, // Opaque + Sky + Alpha sub pass + Tonemap pass - FB_CONFIG_MAX - }; - - struct RenderBufferDataForwardMobile : public RenderBufferData { - RID color; - RID depth; - // RID normal_roughness_buffer; + class RenderBufferDataForwardMobile : public RenderBufferCustomDataRD { + GDCLASS(RenderBufferDataForwardMobile, RenderBufferCustomDataRD); - RS::ViewportMSAA msaa; - RD::TextureSamples texture_samples; - - RID color_msaa; - RID depth_msaa; - // RID normal_roughness_buffer_msaa; + public: + // We can have: + // - 4 subpasses combining the full render cycle + // - 3 subpasses + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer) + // - 2 subpasses + 1 normal pass for transparent + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer) + enum FramebufferConfigType { + FB_CONFIG_ONE_PASS, // Single pass frame buffer for alpha pass + FB_CONFIG_TWO_SUBPASSES, // Opaque + Sky sub pass + FB_CONFIG_THREE_SUBPASSES, // Opaque + Sky + Alpha sub pass + FB_CONFIG_FOUR_SUBPASSES, // Opaque + Sky + Alpha sub pass + Tonemap pass + FB_CONFIG_MAX + }; - RID vrs; + RID get_color_msaa() const { return render_buffers->get_texture(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA); } + RID get_color_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA, p_layer, 0); } - RID color_fbs[FB_CONFIG_MAX]; - int width, height; - uint32_t view_count; + RID get_depth_msaa() const { return render_buffers->get_texture(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA); } + RID get_depth_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA, p_layer, 0); } - void clear(); - virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture); + RID get_color_fbs(FramebufferConfigType p_config_type); + virtual void free_data() override; + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override; - ~RenderBufferDataForwardMobile(); + private: + RenderSceneBuffersRD *render_buffers = nullptr; + RD::TextureSamples texture_samples = RD::TEXTURE_SAMPLES_1; }; - virtual RenderBufferData *_create_render_buffer_data() override; + virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) override; /* Rendering */ @@ -218,15 +215,15 @@ protected: virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) override; virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) override; + virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) override; virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override; uint64_t lightmap_texture_array_version = 0xFFFFFFFF; virtual void _base_uniforms_changed() override; void _update_render_base_uniform_set(); - virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override; - virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) override; + virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override; + virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override; void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false); void _fill_element_info(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1); diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.h b/servers/rendering/renderer_rd/framebuffer_cache_rd.h index f360e0fc6b..f50d6baa30 100644 --- a/servers/rendering/renderer_rd/framebuffer_cache_rd.h +++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.h @@ -200,7 +200,7 @@ public: RID get_cache(Args... args) { uint32_t h = hash_murmur3_one_32(1); //1 view h = hash_murmur3_one_32(sizeof...(Args), h); - h = _hash_args(h, args...); + h = _hash_rids(h, args...); h = hash_murmur3_one_32(0, h); // 0 passes h = hash_fmix32(h); @@ -228,7 +228,7 @@ public: RID get_cache_multiview(uint32_t p_views, Args... args) { uint32_t h = hash_murmur3_one_32(p_views); h = hash_murmur3_one_32(sizeof...(Args), h); - h = _hash_args(h, args...); + h = _hash_rids(h, args...); h = hash_murmur3_one_32(0, h); // 0 passes h = hash_fmix32(h); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index a95dbbe779..cb7c643dfb 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -51,16 +51,21 @@ void get_vogel_disk(float *r_kernel, int p_sample_count) { } } -void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); +void RendererSceneRenderRD::sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) { + Ref<RenderSceneBuffersRD> rb = p_render_buffers; + ERR_FAIL_COND(rb.is_null()); + Ref<RendererRD::GI::SDFGI> sdfgi; + if (rb->has_custom_data(RB_SCOPE_SDFGI)) { + sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + } + bool needs_sdfgi = p_environment.is_valid() && environment_get_sdfgi_enabled(p_environment); if (!needs_sdfgi) { - if (rb->sdfgi != nullptr) { - //erase it - rb->sdfgi->erase(); - memdelete(rb->sdfgi); - rb->sdfgi = nullptr; + if (sdfgi.is_valid()) { + // delete it + sdfgi.unref(); + rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi); } return; } @@ -68,35 +73,34 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 }; uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge]; - if (rb->sdfgi && (rb->sdfgi->num_cascades != environment_get_sdfgi_cascades(p_environment) || rb->sdfgi->min_cell_size != environment_get_sdfgi_min_cell_size(p_environment) || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != environment_get_sdfgi_use_occlusion(p_environment) || rb->sdfgi->y_scale_mode != environment_get_sdfgi_y_scale(p_environment))) { + if (sdfgi.is_valid() && (sdfgi->num_cascades != environment_get_sdfgi_cascades(p_environment) || sdfgi->min_cell_size != environment_get_sdfgi_min_cell_size(p_environment) || requested_history_size != sdfgi->history_size || sdfgi->uses_occlusion != environment_get_sdfgi_use_occlusion(p_environment) || sdfgi->y_scale_mode != environment_get_sdfgi_y_scale(p_environment))) { //configuration changed, erase - rb->sdfgi->erase(); - memdelete(rb->sdfgi); - rb->sdfgi = nullptr; + sdfgi.unref(); + rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi); } - RendererRD::GI::SDFGI *sdfgi = rb->sdfgi; - if (sdfgi == nullptr) { + if (sdfgi.is_null()) { // re-create - rb->sdfgi = gi.create_sdfgi(p_environment, p_world_position, requested_history_size); + sdfgi = gi.create_sdfgi(p_environment, p_world_position, requested_history_size); + rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi); } else { //check for updates - rb->sdfgi->update(p_environment, p_world_position); + sdfgi->update(p_environment, p_world_position); } } -int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - - ERR_FAIL_COND_V(rb == nullptr, 0); +int RendererSceneRenderRD::sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const { + Ref<RenderSceneBuffersRD> rb = p_render_buffers; + ERR_FAIL_COND_V(rb.is_null(), 0); - if (rb->sdfgi == nullptr) { + if (!rb->has_custom_data(RB_SCOPE_SDFGI)) { return 0; } + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); int dirty_count = 0; - for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) { - const RendererRD::GI::SDFGI::Cascade &c = rb->sdfgi->cascades[i]; + for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) { + const RendererRD::GI::SDFGI::Cascade &c = sdfgi->cascades[i]; if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) { dirty_count++; @@ -112,28 +116,32 @@ int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) return dirty_count; } -AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const { +AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const { AABB bounds; Vector3i from; Vector3i size; - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(rb == nullptr, AABB()); - ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB()); - int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds); + Ref<RenderSceneBuffersRD> rb = p_render_buffers; + ERR_FAIL_COND_V(rb.is_null(), AABB()); + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + ERR_FAIL_COND_V(sdfgi.is_null(), AABB()); + + int c = sdfgi->get_pending_region_data(p_region, from, size, bounds); ERR_FAIL_COND_V(c == -1, AABB()); return bounds; } -uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const { +uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const { AABB bounds; Vector3i from; Vector3i size; - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(rb == nullptr, -1); - ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1); - return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds); + Ref<RenderSceneBuffersRD> rb = p_render_buffers; + ERR_FAIL_COND_V(rb.is_null(), -1); + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + ERR_FAIL_COND_V(sdfgi.is_null(), -1); + + return sdfgi->get_pending_region_data(p_region, from, size, bounds); } RID RendererSceneRenderRD::sky_allocate() { @@ -1217,191 +1225,44 @@ void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_ins gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this); } -void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); +void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) { + ERR_FAIL_COND(p_render_buffers.is_null()); - if (!rb->sdfgi) { + if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) { return; //nothing to debug } - rb->sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth); -} + Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI); -//////////////////////////////// -RID RendererSceneRenderRD::render_buffers_create() { - RenderBuffers rb; - rb.data = _create_render_buffer_data(); - return render_buffers_owner.make_rid(rb); + sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth); } -void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) { - ERR_FAIL_COND(!rb->blur[0].texture.is_null()); - - uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH); - - RD::TextureFormat tf; - tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = rb->internal_width; - tf.height = rb->internal_height; - tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D; - tf.array_layers = rb->view_count; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - if (_render_buffers_can_be_storage()) { - tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT; - } else { - tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - } - tf.mipmaps = mipmaps_required; - - rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - tf.width = rb->internal_width; - tf.height = rb->internal_height; - rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - //the second one is smaller (only used for separatable part of blur) - tf.width >>= 1; - tf.height >>= 1; - tf.mipmaps--; - rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - for (uint32_t l = 0; l < rb->view_count; l++) { - RenderBuffers::Blur::Layer ll[2]; - int base_width = rb->internal_width; - int base_height = rb->internal_height; - - for (uint32_t i = 0; i < mipmaps_required; i++) { - RenderBuffers::Blur::Mipmap mm; - mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i); - - mm.width = base_width; - mm.height = base_height; - - if (!_render_buffers_can_be_storage()) { - Vector<RID> fb; - fb.push_back(mm.texture); - - mm.fb = RD::get_singleton()->framebuffer_create(fb); - } - - if (!_render_buffers_can_be_storage()) { - // and half texture, this is an intermediate result so just allocate a texture, is this good enough? - tf.width = MAX(1, base_width >> 1); - tf.height = base_height; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - tf.mipmaps = 1; - - mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - Vector<RID> half_fb; - half_fb.push_back(mm.half_texture); - mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb); - } - - ll[0].mipmaps.push_back(mm); - - if (i > 0) { - mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1); - - if (!_render_buffers_can_be_storage()) { - Vector<RID> fb; - fb.push_back(mm.texture); - - mm.fb = RD::get_singleton()->framebuffer_create(fb); - - // We can re-use the half texture here as it is an intermediate result - } - - ll[1].mipmaps.push_back(mm); - } - - base_width = MAX(1, base_width >> 1); - base_height = MAX(1, base_height >> 1); - } - - rb->blur[0].layers.push_back(ll[0]); - rb->blur[1].layers.push_back(ll[1]); - } - - if (!_render_buffers_can_be_storage()) { - // create 4 weight textures, 2 full size, 2 half size - - tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP - tf.width = rb->internal_width; - tf.height = rb->internal_height; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; // Our DOF effect handles one eye per turn - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - tf.mipmaps = 1; - for (uint32_t i = 0; i < 4; i++) { - // associated blur texture - RID texture; - if (i == 1) { - texture = rb->blur[0].layers[0].mipmaps[0].texture; - } else if (i == 2) { - texture = rb->blur[1].layers[0].mipmaps[0].texture; - } else if (i == 3) { - texture = rb->blur[0].layers[0].mipmaps[1].texture; - } - - // create weight texture - rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - // create frame buffer - Vector<RID> fb; - if (i != 0) { - fb.push_back(texture); - } - fb.push_back(rb->weight_buffers[i].weight); - rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb); +//////////////////////////////// +Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() { + Ref<RenderSceneBuffersRD> rb; + rb.instantiate(); - if (i == 1) { - // next 2 are half size - tf.width = MAX(1u, tf.width >> 1); - tf.height = MAX(1u, tf.height >> 1); - } - } + rb->set_can_be_storage(_render_buffers_can_be_storage()); + rb->set_max_cluster_elements(max_cluster_elements); + rb->set_base_data_format(_render_buffers_get_color_format()); + if (ss_effects) { + rb->set_sseffects(ss_effects); } -} - -void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) { - ERR_FAIL_COND(!rb->depth_back_texture.is_null()); - - { - RD::TextureFormat tf; - if (rb->view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } - // We're not using this as a depth stencil, just copying our data into this. May need to look into using a different format on mobile, maybe R16? - tf.format = RD::DATA_FORMAT_R32_SFLOAT; - - tf.width = rb->width; - tf.height = rb->height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; - tf.array_layers = rb->view_count; // create a layer for every view - - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer - - rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + if (vrs) { + rb->set_vrs(vrs); } - if (!_render_buffers_can_be_storage()) { - // create framebuffer so we can write into this... + setup_render_buffer_data(rb); - Vector<RID> fb; - fb.push_back(rb->depth_back_texture); - - rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count); - } + return rb; } -void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) { +void RendererSceneRenderRD::_allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb) { ERR_FAIL_COND(!rb->luminance.current.is_null()); - int w = rb->internal_width; - int h = rb->internal_height; + Size2i internal_size = rb->get_internal_size(); + int w = internal_size.x; + int h = internal_size.y; while (true) { w = MAX(w / 8, 1); @@ -1447,211 +1308,60 @@ void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) { } } -void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) { - if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb - for (int i = 0; i < rb->views.size(); i++) { - if (rb->views[i].view_fb.is_valid()) { - RD::get_singleton()->free(rb->views[i].view_fb); - } - if (rb->views[i].view_texture.is_valid()) { - RD::get_singleton()->free(rb->views[i].view_texture); - } - if (rb->views[i].view_depth.is_valid()) { - RD::get_singleton()->free(rb->views[i].view_depth); - } - } - } - rb->views.clear(); - - if (rb->texture_fb.is_valid()) { - RD::get_singleton()->free(rb->texture_fb); - rb->texture_fb = RID(); - } - - if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) { - RD::get_singleton()->free(rb->internal_texture); - rb->texture = RID(); - rb->internal_texture = RID(); - rb->upscale_texture = RID(); - } else { - if (rb->texture.is_valid()) { - RD::get_singleton()->free(rb->texture); - rb->texture = RID(); - } - - if (rb->internal_texture.is_valid()) { - RD::get_singleton()->free(rb->internal_texture); - rb->internal_texture = RID(); - } - - if (rb->upscale_texture.is_valid()) { - RD::get_singleton()->free(rb->upscale_texture); - rb->upscale_texture = RID(); - } - } - - if (rb->depth_texture.is_valid()) { - RD::get_singleton()->free(rb->depth_texture); - rb->depth_texture = RID(); - } - - if (rb->depth_back_fb.is_valid()) { - RD::get_singleton()->free(rb->depth_back_fb); - rb->depth_back_fb = RID(); - } +void RendererSceneRenderRD::_process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera) { + ERR_FAIL_COND(p_render_buffers.is_null()); - if (rb->depth_back_texture.is_valid()) { - RD::get_singleton()->free(rb->depth_back_texture); - rb->depth_back_texture = RID(); - } - - if (rb->sss_texture.is_valid()) { - RD::get_singleton()->free(rb->sss_texture); - rb->sss_texture = RID(); - } - - if (rb->vrs_fb.is_valid()) { - RD::get_singleton()->free(rb->vrs_fb); - rb->vrs_fb = RID(); - } - - if (rb->vrs_texture.is_valid()) { - RD::get_singleton()->free(rb->vrs_texture); - rb->vrs_texture = RID(); - } - - for (int i = 0; i < 2; i++) { - for (int l = 0; l < rb->blur[i].layers.size(); l++) { - for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) { - // do we free the texture slice here? or is it enough to free the main texture? - - // do free the mobile extra stuff - if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) { - RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb); - } - // texture and framebuffer in both blur mipmaps are shared, so only free from the first one - if (i == 0) { - if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) { - RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb); - } - if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) { - RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture); - } - } - } - } - rb->blur[i].layers.clear(); - - if (rb->blur[i].texture.is_valid()) { - RD::get_singleton()->free(rb->blur[i].texture); - rb->blur[i].texture = RID(); - } - } - - for (int i = 0; i < rb->luminance.fb.size(); i++) { - RD::get_singleton()->free(rb->luminance.fb[i]); - } - rb->luminance.fb.clear(); - - for (int i = 0; i < rb->luminance.reduce.size(); i++) { - RD::get_singleton()->free(rb->luminance.reduce[i]); - } - rb->luminance.reduce.clear(); - - if (rb->luminance.current_fb.is_valid()) { - RD::get_singleton()->free(rb->luminance.current_fb); - rb->luminance.current_fb = RID(); - } - - if (rb->luminance.current.is_valid()) { - RD::get_singleton()->free(rb->luminance.current); - rb->luminance.current = RID(); - } - - if (rb->ss_effects.linear_depth.is_valid()) { - RD::get_singleton()->free(rb->ss_effects.linear_depth); - rb->ss_effects.linear_depth = RID(); - rb->ss_effects.linear_depth_slices.clear(); - } - - ss_effects->ssao_free(rb->ss_effects.ssao); - ss_effects->ssil_free(rb->ss_effects.ssil); - ss_effects->ssr_free(rb->ssr); - - if (rb->taa.history.is_valid()) { - RD::get_singleton()->free(rb->taa.history); - rb->taa.history = RID(); - } - - if (rb->taa.temp.is_valid()) { - RD::get_singleton()->free(rb->taa.temp); - rb->taa.temp = RID(); - } - - if (rb->taa.prev_velocity.is_valid()) { - RD::get_singleton()->free(rb->taa.prev_velocity); - rb->taa.prev_velocity = RID(); - } - - rb->rbgi.free(); -} - -void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const Projection &p_camera) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - - bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8; + Size2i internal_size = p_render_buffers->get_internal_size(); + bool can_use_effects = internal_size.x >= 8 && internal_size.y >= 8; if (!can_use_effects) { //just copy return; } - if (rb->blur[0].texture.is_null()) { - _allocate_blur_textures(rb); - } + p_render_buffers->allocate_blur_textures(); - RendererCompositorRD::singleton->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality); + for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) { + RID internal_texture = p_render_buffers->get_internal_texture(v); + RID depth_texture = p_render_buffers->get_depth_texture(v); + ss_effects->sub_surface_scattering(p_render_buffers, internal_texture, depth_texture, p_camera, internal_size, sss_scale, sss_depth_scale, sss_quality); + } } -void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) { +void RendererSceneRenderRD::_process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) { ERR_FAIL_NULL(ss_effects); + ERR_FAIL_COND(p_render_buffers.is_null()); - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - - bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8; + Size2i internal_size = p_render_buffers->get_internal_size(); + bool can_use_effects = internal_size.x >= 8 && internal_size.y >= 8; + uint32_t view_count = p_render_buffers->get_view_count(); if (!can_use_effects) { //just copy - copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID(), rb->view_count); + copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), RID(), view_count); return; } ERR_FAIL_COND(p_environment.is_null()); - ERR_FAIL_COND(!environment_get_ssr_enabled(p_environment)); - Size2i half_size = Size2i(rb->internal_width / 2, rb->internal_height / 2); - if (rb->ssr.output.is_null()) { - ss_effects->ssr_allocate_buffers(rb->ssr, _render_buffers_get_color_format(), ssr_roughness_quality, half_size, rb->view_count); + Size2i half_size = Size2i(internal_size.x / 2, internal_size.y / 2); + if (p_render_buffers->ssr.output.is_null()) { + ss_effects->ssr_allocate_buffers(p_render_buffers->ssr, _render_buffers_get_color_format(), ssr_roughness_quality, half_size, view_count); } RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS]; RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS]; - for (uint32_t v = 0; v < rb->view_count; v++) { - texture_slices[v] = rb->views[v].view_texture; - depth_slices[v] = rb->views[v].view_depth; + for (uint32_t v = 0; v < view_count; v++) { + texture_slices[v] = p_render_buffers->get_internal_texture(v); + depth_slices[v] = p_render_buffers->get_depth_texture(v); } - ss_effects->screen_space_reflection(rb->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, p_metallic_mask, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), rb->view_count, p_projections, p_eye_offsets); - copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->ssr.output, rb->view_count); + ss_effects->screen_space_reflection(p_render_buffers->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, p_metallic_mask, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), view_count, p_projections, p_eye_offsets); + copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), p_render_buffers->ssr.output, view_count); } -void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) { +void RendererSceneRenderRD::_process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) { ERR_FAIL_NULL(ss_effects); - - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - + ERR_FAIL_COND(p_render_buffers.is_null()); ERR_FAIL_COND(p_environment.is_null()); RENDER_TIMESTAMP("Process SSAO"); @@ -1670,18 +1380,15 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen settings.blur_passes = ssao_blur_passes; settings.fadeout_from = ssao_fadeout_from; settings.fadeout_to = ssao_fadeout_to; - settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height); + settings.full_screen_size = p_render_buffers->get_internal_size(); - ss_effects->ssao_allocate_buffers(rb->ss_effects.ssao, settings, rb->ss_effects.linear_depth); - ss_effects->generate_ssao(rb->ss_effects.ssao, p_normal_buffer, p_projection, settings); + ss_effects->ssao_allocate_buffers(p_render_buffers->ss_effects.ssao, settings, p_render_buffers->ss_effects.linear_depth); + ss_effects->generate_ssao(p_render_buffers->ss_effects.ssao, p_normal_buffer, p_projection, settings); } -void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) { +void RendererSceneRenderRD::_process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) { ERR_FAIL_NULL(ss_effects); - - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - + ERR_FAIL_COND(p_render_buffers.is_null()); ERR_FAIL_COND(p_environment.is_null()); RENDER_TIMESTAMP("Process SSIL"); @@ -1698,95 +1405,71 @@ void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environmen settings.blur_passes = ssil_blur_passes; settings.fadeout_from = ssil_fadeout_from; settings.fadeout_to = ssil_fadeout_to; - settings.full_screen_size = Size2i(rb->width, rb->height); + settings.full_screen_size = p_render_buffers->get_internal_size(); Projection correction; correction.set_depth_correction(true); Projection projection = correction * p_projection; Transform3D transform = p_transform; transform.set_origin(Vector3(0.0, 0.0, 0.0)); - Projection last_frame_projection = rb->ss_effects.last_frame_projection * Projection(rb->ss_effects.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse(); + Projection last_frame_projection = p_render_buffers->ss_effects.last_frame_projection * Projection(p_render_buffers->ss_effects.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse(); - ss_effects->ssil_allocate_buffers(rb->ss_effects.ssil, settings, rb->ss_effects.linear_depth); - ss_effects->screen_space_indirect_lighting(rb->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings); - rb->ss_effects.last_frame_projection = projection; - rb->ss_effects.last_frame_transform = transform; + ss_effects->ssil_allocate_buffers(p_render_buffers->ss_effects.ssil, settings, p_render_buffers->ss_effects.linear_depth); + ss_effects->screen_space_indirect_lighting(p_render_buffers->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings); + p_render_buffers->ss_effects.last_frame_projection = projection; + p_render_buffers->ss_effects.last_frame_transform = transform; } -void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); +void RendererSceneRenderRD::_copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers) { + ERR_FAIL_COND(p_render_buffers.is_null()); - if (rb->ss_effects.ssil.last_frame.is_valid()) { - copy_effects->copy_to_rect(rb->texture, rb->ss_effects.ssil.last_frame, Rect2i(0, 0, rb->width, rb->height)); + if (p_render_buffers->ss_effects.ssil.last_frame.is_valid()) { + Size2i size = p_render_buffers->get_internal_size(); + RID texture = p_render_buffers->get_internal_texture(); + copy_effects->copy_to_rect(texture, p_render_buffers->ss_effects.ssil.last_frame, Rect2i(0, 0, size.x, size.y)); - int width = rb->width; - int height = rb->height; - for (int i = 0; i < rb->ss_effects.ssil.last_frame_slices.size() - 1; i++) { + int width = size.x; + int height = size.y; + for (int i = 0; i < p_render_buffers->ss_effects.ssil.last_frame_slices.size() - 1; i++) { width = MAX(1, width >> 1); height = MAX(1, height >> 1); - copy_effects->make_mipmap(rb->ss_effects.ssil.last_frame_slices[i], rb->ss_effects.ssil.last_frame_slices[i + 1], Size2i(width, height)); - } - } -} - -void RendererSceneRenderRD::_process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - - bool just_allocated = false; - if (rb->taa.history.is_null()) { - RD::TextureFormat tf; - if (rb->view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + copy_effects->make_mipmap(p_render_buffers->ss_effects.ssil.last_frame_slices[i], p_render_buffers->ss_effects.ssil.last_frame_slices[i + 1], Size2i(width, height)); } - tf.format = _render_buffers_get_color_format(); - tf.width = rb->internal_width; - tf.height = rb->internal_height; - tf.array_layers = rb->view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0); - - rb->taa.history = RD::get_singleton()->texture_create(tf, RD::TextureView()); - rb->taa.temp = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - tf.format = RD::DATA_FORMAT_R16G16_SFLOAT; - rb->taa.prev_velocity = RD::get_singleton()->texture_create(tf, RD::TextureView()); - just_allocated = true; - } - - RD::get_singleton()->draw_command_begin_label("TAA"); - if (!just_allocated) { - RendererCompositorRD::singleton->get_effects()->taa_resolve(rb->internal_texture, rb->taa.temp, rb->depth_texture, p_velocity_buffer, rb->taa.prev_velocity, rb->taa.history, Size2(rb->internal_width, rb->internal_height), p_z_near, p_z_far); - copy_effects->copy_to_rect(rb->taa.temp, rb->internal_texture, Rect2(0, 0, rb->internal_width, rb->internal_height)); } - - copy_effects->copy_to_rect(rb->internal_texture, rb->taa.history, Rect2(0, 0, rb->internal_width, rb->internal_height)); - copy_effects->copy_to_rect(p_velocity_buffer, rb->taa.prev_velocity, Rect2(0, 0, rb->width, rb->height)); - RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); RD::get_singleton()->draw_command_begin_label("Copy screen texture"); - if (rb->blur[0].texture.is_null()) { - _allocate_blur_textures(rb); - } + rb->allocate_blur_textures(); bool can_use_storage = _render_buffers_can_be_storage(); + Size2i size = rb->get_internal_size(); + + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + RID texture = rb->get_internal_texture(v); + int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0).mipmaps); + RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, 0); - for (uint32_t v = 0; v < rb->view_count; v++) { if (can_use_storage) { - copy_effects->copy_to_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height)); - for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) { - copy_effects->make_mipmap(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].texture, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height)); - } + copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y)); } else { - copy_effects->copy_to_fb_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height)); - for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) { - copy_effects->make_mipmap_raster(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].fb, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height)); + RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest); + copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y)); + } + + for (int i = 1; i < mipmaps; i++) { + RID source = dest; + dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i); + Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i); + + if (can_use_storage) { + copy_effects->make_mipmap(source, dest, msize); + } else { + copy_effects->make_mipmap_raster(source, dest, msize); } } } @@ -1795,23 +1478,30 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData } void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); RD::get_singleton()->draw_command_begin_label("Copy depth texture"); - if (rb->depth_back_texture.is_null()) { - _allocate_depth_backbuffer_textures(rb); - } + // note, this only creates our back depth texture if we haven't already created it. + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer - // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye + rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1); bool can_use_storage = _render_buffers_can_be_storage(); + Size2i size = rb->get_internal_size(); + for (uint32_t v = 0; v < p_render_data->view_count; v++) { + RID depth_texture = rb->get_depth_texture(v); + RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0); - if (can_use_storage) { - copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height)); - } else { - copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height)); + if (can_use_storage) { + copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y)); + } else { + RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture); + copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y)); + } } RD::get_singleton()->draw_command_end_label(); @@ -1819,32 +1509,39 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); + + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); // Glow, auto exposure and DoF (if enabled). - bool can_use_effects = rb->width >= 8 && rb->height >= 8; + + Size2i internal_size = rb->get_internal_size(); + Size2i target_size = rb->get_target_size(); + + bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size... bool can_use_storage = _render_buffers_can_be_storage(); + RID render_target = rb->get_render_target(); + RID internal_texture = rb->get_internal_texture(); + if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) { RENDER_TIMESTAMP("Depth of Field"); RD::get_singleton()->draw_command_begin_label("DOF"); - if (rb->blur[0].texture.is_null()) { - _allocate_blur_textures(rb); - } + + rb->allocate_blur_textures(); RendererRD::BokehDOF::BokehBuffers buffers; // Textures we use - buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height); - buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture; - buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture; - buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture; + buffers.base_texture_size = rb->get_internal_size(); + buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0); + buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0); + buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1); if (can_use_storage) { - for (uint32_t i = 0; i < rb->view_count; i++) { - buffers.base_texture = rb->views[i].view_texture; - buffers.depth_texture = rb->views[i].view_depth; + for (uint32_t i = 0; i < rb->get_view_count(); i++) { + buffers.base_texture = rb->get_internal_texture(i); + buffers.depth_texture = rb->get_depth_texture(i); // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum float z_near = p_render_data->view_projection[i].get_z_near(); @@ -1864,10 +1561,10 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende // Set weight buffers. buffers.base_weight_fb = rb->weight_buffers[0].fb; - for (uint32_t i = 0; i < rb->view_count; i++) { - buffers.base_texture = rb->views[i].view_texture; - buffers.depth_texture = rb->views[i].view_depth; - buffers.base_fb = rb->views[i].view_fb; + for (uint32_t i = 0; i < rb->get_view_count(); i++) { + buffers.base_texture = rb->get_internal_texture(i); + buffers.depth_texture = rb->get_depth_texture(i); + buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum float z_near = p_render_data->view_projection[i].get_z_near(); @@ -1888,16 +1585,16 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende _allocate_luminance_textures(rb); } uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes); - bool set_immediate = auto_exposure_version != rb->auto_exposure_version; - rb->auto_exposure_version = auto_exposure_version; + bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version(); + rb->set_auto_exposure_version(auto_exposure_version); double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step; float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes); float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes); if (can_use_storage) { - RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate); + RendererCompositorRD::singleton->get_effects()->luminance_reduction(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate); } else { - RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate); + RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate); } // Swap final reduce with prev luminance. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]); @@ -1917,16 +1614,13 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende RENDER_TIMESTAMP("Glow"); RD::get_singleton()->draw_command_begin_label("Gaussian Glow"); - /* see that blur textures are allocated */ - - if (rb->blur[1].texture.is_null()) { - _allocate_blur_textures(rb); - } + rb->allocate_blur_textures(); for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) { if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) { - if (i >= rb->blur[1].layers[0].mipmaps.size()) { - max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1; + int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps); + if (i >= mipmaps) { + max_glow_level = mipmaps - 1; } else { max_glow_level = i; } @@ -1934,26 +1628,32 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende } float luminance_multiplier = _render_buffers_get_luminance_multiplier(); - for (uint32_t l = 0; l < rb->view_count; l++) { + for (uint32_t l = 0; l < rb->get_view_count(); l++) { for (int i = 0; i < (max_glow_level + 1); i++) { - int vp_w = rb->blur[1].layers[l].mipmaps[i].width; - int vp_h = rb->blur[1].layers[l].mipmaps[i].height; + Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i); if (i == 0) { RID luminance_texture; if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) { luminance_texture = rb->luminance.current; } + RID source = rb->get_internal_texture(l); + RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i); if (can_use_storage) { - copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale); + copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale); } else { - copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale); + RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view + copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale); } } else { + RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1); + RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i); + if (can_use_storage) { - copy_effects->gaussian_glow(rb->blur[1].layers[l].mipmaps[i - 1].texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality); + copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality); } else { - copy_effects->gaussian_glow_raster(rb->blur[1].layers[l].mipmaps[i - 1].texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality); + RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view + copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality); } } } @@ -1983,10 +1683,12 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) { tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i]; } - tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width; - tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height; + + Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0); + tonemap.glow_texture_size.x = msize.width; + tonemap.glow_texture_size.y = msize.height; tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale; - tonemap.glow_texture = rb->blur[1].texture; + tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1); if (environment_get_glow_map(p_render_data->environment).is_valid()) { tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment); tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment)); @@ -2000,12 +1702,12 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } - if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) { + if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) { tonemap.use_fxaa = true; } - tonemap.use_debanding = rb->use_debanding; - tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height); + tonemap.use_debanding = rb->get_use_debanding(); + tonemap.texture_size = Vector2i(rb->get_internal_size().x, rb->get_internal_size().y); if (p_render_data->environment.is_valid()) { tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment); @@ -2030,32 +1732,56 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende } tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier(); - tonemap.view_count = p_render_data->view_count; + tonemap.view_count = rb->get_view_count(); + + RID dest_fb; + if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) { + // If we use FSR to upscale we need to write our result into an intermediate buffer. + // Note that this is cached so we only create the texture the first time. + RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT); + dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture); + } else { + // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically. + // Target size in this case is lying as we never get our real target size communicated. + // Bit nasty but... + dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target); + } - tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap); + tone_mapper->tonemapper(internal_texture, dest_fb, tonemap); RD::get_singleton()->draw_command_end_label(); } - if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) { + if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) { + // TODO Investigate? Does this work? We never write into our render target and we've already done so up above in our tonemapper. + // I think FSR should either work before our tonemapper or as an alternative of our tonemapper. + RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale"); - RendererCompositorRD::singleton->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0); + RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v); + + fsr->fsr_upscale(rb, source_texture, dest_texture); + } RD::get_singleton()->draw_command_end_label(); } - texture_storage->render_target_disable_clear_request(rb->render_target); + texture_storage->render_target_disable_clear_request(render_target); } void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RD::get_singleton()->draw_command_begin_label("Post Process Subpass"); - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); - bool can_use_effects = rb->width >= 8 && rb->height >= 8; + // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ?? + // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size... + Size2i target_size = rb->get_target_size(); + bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass(); @@ -2100,11 +1826,11 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr } } - tonemap.use_debanding = rb->use_debanding; - tonemap.texture_size = Vector2i(rb->width, rb->height); + tonemap.use_debanding = rb->get_use_debanding(); + tonemap.texture_size = Vector2i(target_size.x, target_size.y); tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier(); - tonemap.view_count = p_render_data->view_count; + tonemap.view_count = rb->get_view_count(); tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap); @@ -2112,18 +1838,18 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr } void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); + ERR_FAIL_COND(p_render_data->render_buffers.is_null()); RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - texture_storage->render_target_disable_clear_request(rb->render_target); + texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target()); } -void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) { +void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); + ERR_FAIL_COND(p_render_buffers.is_null()); + + RID render_target = p_render_buffers->get_render_target(); if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) { if (p_shadow_atlas.is_valid()) { @@ -2133,17 +1859,17 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); } - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true); + Size2 rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true); } } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) { if (directional_shadow_get_texture().is_valid()) { RID shadow_atlas_texture = directional_shadow_get_texture(); - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + Size2 rtsize = texture_storage->render_target_get_size(render_target); - copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true); + copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true); } } @@ -2151,247 +1877,59 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture(); if (decal_atlas.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + Size2 rtsize = texture_storage->render_target_get_size(render_target); - copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true); + copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true); } } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) { - if (rb->luminance.current.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + if (p_render_buffers->luminance.current.is_valid()) { + Size2 rtsize = texture_storage->render_target_get_size(render_target); - copy_effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true); + copy_effects->copy_to_fb_rect(p_render_buffers->luminance.current, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true); } } - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true); + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && p_render_buffers->ss_effects.ssao.ao_final.is_valid()) { + Size2 rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(p_render_buffers->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, true); } - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && p_render_buffers->ss_effects.ssil.ssil_final.is_valid()) { + Size2 rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(p_render_buffers->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false); } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); + Size2 rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false); } - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->rbgi.ambient_buffer.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - RID ambient_texture = rb->rbgi.ambient_buffer; - RID reflection_texture = rb->rbgi.reflection_buffer; - copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, rb->view_count > 1); + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) { + Size2 rtsize = texture_storage->render_target_get_size(render_target); + RID ambient_texture = p_render_buffers->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT); + RID reflection_texture = p_render_buffers->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION); + copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, p_render_buffers->get_view_count() > 1); } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) { if (p_occlusion_buffer.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false); + Size2 rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false); } } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); - } -} - -RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - if (!rb->blur[0].texture.is_valid()) { - return RID(); //not valid at the moment - } - return rb->blur[0].texture; -} - -RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - if (!rb->depth_back_texture.is_valid()) { - return RID(); //not valid at the moment - } - return rb->depth_back_texture; -} - -RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - - return rb->depth_texture; -} - -RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - - return rb->ss_effects.ssao.ao_final; -} -RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - - return rb->ss_effects.ssil.ssil_final; -} - -RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - if (rb->rbgi.voxel_gi_buffer.is_null()) { - rb->rbgi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererRD::GI::VoxelGIData) * RendererRD::GI::MAX_VOXEL_GI_INSTANCES); + Size2 rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false); } - return rb->rbgi.voxel_gi_buffer; } RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() { return gi.default_voxel_gi_buffer; } -RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - - return rb->rbgi.ambient_buffer; -} -RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - return rb->rbgi.reflection_buffer; -} - -uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0); - ERR_FAIL_COND_V(!rb->sdfgi, 0); - - return rb->sdfgi->cascades.size(); -} -bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, false); - - return rb->sdfgi != nullptr; -} -RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - ERR_FAIL_COND_V(!rb->sdfgi, RID()); - - return rb->sdfgi->lightprobe_texture; -} - -Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, Vector3()); - ERR_FAIL_COND_V(!rb->sdfgi, Vector3()); - ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3()); - - return Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[p_cascade].position)) * rb->sdfgi->cascades[p_cascade].cell_size; -} - -Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, Vector3i()); - ERR_FAIL_COND_V(!rb->sdfgi, Vector3i()); - ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i()); - int32_t probe_divisor = rb->sdfgi->cascade_size / RendererRD::GI::SDFGI::PROBE_DIVISOR; - - return rb->sdfgi->cascades[p_cascade].position / probe_divisor; -} - -float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0); - ERR_FAIL_COND_V(!rb->sdfgi, 0); - - return rb->sdfgi->normal_bias; -} -float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0); - ERR_FAIL_COND_V(!rb->sdfgi, 0); - ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0); - - return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1); -} -uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0); - ERR_FAIL_COND_V(!rb->sdfgi, 0); - - return rb->sdfgi->probe_axis_count; -} - -uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0); - ERR_FAIL_COND_V(!rb->sdfgi, 0); - - return rb->sdfgi->cascade_size; -} - -bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, false); - ERR_FAIL_COND_V(!rb->sdfgi, false); - - return rb->sdfgi->uses_occlusion; -} - -float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0.0); - ERR_FAIL_COND_V(!rb->sdfgi, 0.0); - - return rb->sdfgi->energy; -} -RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - ERR_FAIL_COND_V(!rb->sdfgi, RID()); - - return rb->sdfgi->occlusion_texture; -} - -bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, false); - - return rb->volumetric_fog != nullptr; -} -RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID()); - - return rb->volumetric_fog->fog_map; -} - -RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - - if (!rb->volumetric_fog) { - return RID(); - } - - return rb->volumetric_fog->sky_uniform_set; -} - -float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0); - return rb->volumetric_fog->length; -} -float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0); - return rb->volumetric_fog->spread; -} - float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() { return 1.0; } @@ -2404,157 +1942,6 @@ bool RendererSceneRenderRD::_render_buffers_can_be_storage() { return true; } -void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { - RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); - - ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view"); - - if (!_render_buffers_can_be_storage()) { - p_internal_height = p_height; - p_internal_width = p_width; - } - - if (p_use_taa) { - // Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness. - // This restores sharpness in still images to be roughly at the same level as without TAA, - // but moving scenes will still be blurrier. - p_texture_mipmap_bias -= 0.5; - } - - if (p_screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) { - // Use negative mipmap LOD bias when FXAA is enabled to compensate for loss of sharpness. - // If both TAA and FXAA are enabled, combine their negative LOD biases together. - p_texture_mipmap_bias -= 0.25; - } - - material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias); - update_uniform_sets(); - - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - - // Should we add an overrule per viewport? - rb->internal_width = p_internal_width; - rb->internal_height = p_internal_height; - rb->width = p_width; - rb->height = p_height; - rb->fsr_sharpness = p_fsr_sharpness; - rb->render_target = p_render_target; - rb->msaa_3d = p_msaa; - rb->screen_space_aa = p_screen_space_aa; - rb->use_taa = p_use_taa; - rb->use_debanding = p_use_debanding; - rb->view_count = p_view_count; - - if (is_clustered_enabled()) { - if (rb->cluster_builder == nullptr) { - rb->cluster_builder = memnew(ClusterBuilderRD); - } - rb->cluster_builder->set_shared(&cluster_builder_shared); - } - - _free_render_buffer_data(rb); - - { - RD::TextureFormat tf; - if (rb->view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } - tf.format = _render_buffers_get_color_format(); - tf.width = rb->internal_width; // If set to rb->width, msaa won't crash - tf.height = rb->internal_height; // If set to rb->width, msaa won't crash - tf.array_layers = rb->view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - if (rb->msaa_3d != RS::VIEWPORT_MSAA_DISABLED) { - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - } - tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer - - rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - if ((p_internal_width != p_width || p_internal_height != p_height)) { - tf.width = rb->width; - tf.height = rb->height; - rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } else { - rb->texture = rb->internal_texture; - rb->upscale_texture = rb->internal_texture; - } - } - - { - RD::TextureFormat tf; - if (rb->view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } - if (rb->msaa_3d == RS::VIEWPORT_MSAA_DISABLED) { - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, (RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; - } else { - tf.format = RD::DATA_FORMAT_R32_SFLOAT; - } - - tf.width = rb->internal_width; - tf.height = rb->internal_height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; - tf.array_layers = rb->view_count; // create a layer for every view - - if (rb->msaa_3d != RS::VIEWPORT_MSAA_DISABLED) { - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - } else { - tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; - } - - rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } - - { - if (!_render_buffers_can_be_storage()) { - // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS! - Vector<RID> fb; - fb.push_back(rb->internal_texture); - - rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count); - } - - rb->views.clear(); // JIC - if (rb->view_count == 1) { - // copy as a convenience - RenderBuffers::View view; - view.view_texture = rb->texture; - view.view_depth = rb->depth_texture; - view.view_fb = rb->texture_fb; - rb->views.push_back(view); - } else { - for (uint32_t i = 0; i < rb->view_count; i++) { - RenderBuffers::View view; - view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->texture, i, 0); - view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0); - - if (!_render_buffers_can_be_storage()) { - Vector<RID> fb; - fb.push_back(view.view_texture); - view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1); - } - - rb->views.push_back(view); - } - } - } - - RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->render_target); - if (is_vrs_supported() && vrs_mode != RS::VIEWPORT_VRS_DISABLED) { - vrs->create_vrs_texture(p_internal_width, p_internal_height, p_view_count, rb->vrs_texture, rb->vrs_fb); - } - - RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target); - rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_use_taa, p_view_count, rb->vrs_texture); - - if (is_clustered_enabled()) { - rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture); - } -} - void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) { gi.half_resolution = p_enable; } @@ -2689,12 +2076,6 @@ bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const { return sky.sky_use_cubemap_array; } -RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, nullptr); - return rb->data; -} - void RendererSceneRenderRD::_setup_reflections(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); cluster.reflection_count = 0; @@ -3407,20 +2788,29 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const //////////////////////////////////////////////////////////////////////////////// // FOG SHADER -void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) { +void RendererSceneRenderRD::_update_volumetric_fog(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) { ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); + ERR_FAIL_COND(p_render_buffers.is_null()); + + // These should be available for our clustered renderer, at some point _update_volumetric_fog should be called by the renderer implemetentation itself + ERR_FAIL_COND(!p_render_buffers->has_custom_data(RB_SCOPE_GI)); + Ref<RendererRD::GI::RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI); + + Ref<RendererRD::GI::SDFGI> sdfgi; + if (p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) { + sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI); + } - float ratio = float(rb->width) / float((rb->width + rb->height) / 2); + Size2i size = p_render_buffers->get_internal_size(); + float ratio = float(size.x) / float((size.x + size.y) / 2); uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio); uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio); - if (rb->volumetric_fog) { + if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); //validate - if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment) || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) { - memdelete(rb->volumetric_fog); - rb->volumetric_fog = nullptr; + if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment) || fog->width != target_width || fog->height != target_height || fog->depth != volumetric_fog_depth) { + p_render_buffers->set_custom_data(RB_SCOPE_FOG, Ref<RenderBufferCustomDataRD>()); } } @@ -3429,14 +2819,21 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e return; } - if (p_environment.is_valid() && environment_get_volumetric_fog_enabled(p_environment) && !rb->volumetric_fog) { + if (p_environment.is_valid() && environment_get_volumetric_fog_enabled(p_environment) && !p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { //required volumetric fog but not existing, create - rb->volumetric_fog = memnew(RendererRD::Fog::VolumetricFog(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd)); + Ref<RendererRD::Fog::VolumetricFog> fog; + + fog.instantiate(); + fog->init(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd); + + p_render_buffers->set_custom_data(RB_SCOPE_FOG, fog); } - if (rb->volumetric_fog) { + if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); + RendererRD::Fog::VolumetricFogSettings settings; - settings.rb_size = Vector2i(rb->width, rb->height); + settings.rb_size = size; settings.time = time; settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array(); settings.max_cluster_elements = max_cluster_elements; @@ -3445,16 +2842,16 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e settings.shadow_sampler = shadow_sampler; ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); settings.shadow_atlas_depth = shadow_atlas ? shadow_atlas->depth : RID(); - settings.voxel_gl_buffer = render_buffers_get_voxel_gi_buffer(p_render_buffers); + settings.voxel_gi_buffer = rbgi->get_voxel_gi_buffer(); settings.omni_light_buffer = get_omni_light_buffer(); settings.spot_light_buffer = get_spot_light_buffer(); settings.directional_shadow_depth = directional_shadow.depth; settings.directional_light_buffer = get_directional_light_buffer(); - settings.vfog = rb->volumetric_fog; - settings.cluster_builder = rb->cluster_builder; - settings.rbgi = &rb->rbgi; - settings.sdfgi = rb->sdfgi; + settings.vfog = fog; + settings.cluster_builder = p_render_buffers->cluster_builder; + settings.rbgi = rbgi; + settings.sdfgi = sdfgi; settings.env = p_environment; settings.sky = &sky; settings.gi = &gi; @@ -3465,8 +2862,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) { if (p_render_data->render_buffers.is_valid()) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - if (rb->sdfgi != nullptr) { + if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) { return true; } } @@ -3474,16 +2870,13 @@ bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_da } void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) { - if (p_render_data->render_buffers.is_valid()) { - if (p_use_gi) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(rb == nullptr); - if (rb->sdfgi == nullptr) { - return; - } - - rb->sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment))); + if (p_render_data->render_buffers.is_valid() && p_use_gi) { + if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) { + return; } + + Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI); + sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment))); } } @@ -3495,16 +2888,13 @@ void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, boo } } -void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices) { +void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer) { // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); - if (p_render_data->render_buffers.is_valid() && p_use_gi) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(rb == nullptr); - if (rb->sdfgi != nullptr) { - rb->sdfgi->store_probes(); - } + if (p_render_data->render_buffers.is_valid() && p_use_gi && p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI); + sdfgi->store_probes(); } render_state.cube_shadows.clear(); @@ -3570,7 +2960,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //start GI if (render_gi) { - gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_vrs_slices, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this); + gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances); } //Do shadow rendering (in parallel with GI) @@ -3584,16 +2974,17 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool if (p_render_data->render_buffers.is_valid() && ss_effects) { if (p_use_ssao || p_use_ssil) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); + Size2i size = rb->get_internal_size(); bool invalidate_uniform_set = false; if (rb->ss_effects.linear_depth.is_null()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16_SFLOAT; tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = (rb->width + 1) / 2; - tf.height = (rb->height + 1) / 2; + tf.width = (size.x + 1) / 2; + tf.height = (size.y + 1) / 2; tf.mipmaps = 5; tf.array_layers = 4; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; @@ -3607,7 +2998,8 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool invalidate_uniform_set = true; } - ss_effects->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection); + RID depth_texture = rb->get_depth_texture(); + ss_effects->downsample_depth(depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, size, p_render_data->cam_projection); } if (p_use_ssao) { @@ -3664,20 +3056,20 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool } } -void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { +void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); // getting this here now so we can direct call a bunch of things more easily - RenderBuffers *rb = nullptr; + Ref<RenderSceneBuffersRD> rb; if (p_render_buffers.is_valid()) { - rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); + rb = p_render_buffers; // cast it... + ERR_FAIL_COND(rb.is_null()); } //assign render data RenderDataRD render_data; { - render_data.render_buffers = p_render_buffers; + render_data.render_buffers = rb; // Our first camera is used by default render_data.cam_transform = p_camera_data->main_transform; @@ -3743,22 +3135,24 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData } //sdfgi first - if (rb != nullptr && rb->sdfgi != nullptr) { + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); float exposure_normalization = 1.0; + if (p_camera_attributes.is_valid()) { exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes); } for (int i = 0; i < render_state.render_sdfgi_region_count; i++) { - rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this, exposure_normalization); + sdfgi->render_region(rb, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this, exposure_normalization); } if (render_state.sdfgi_update_data->update_static) { - rb->sdfgi->render_static_lights(&render_data, p_render_buffers, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this); + sdfgi->render_static_lights(&render_data, rb, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this); } } Color clear_color; if (p_render_buffers.is_valid()) { - clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target); + clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target()); } else { clear_color = RSG::texture_storage->get_default_clear_color(); } @@ -3766,14 +3160,11 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData //assign render indices to voxel_gi_instances if (is_dynamic_gi_supported()) { for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) { - RendererRD::GI::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]); - if (voxel_gi_inst) { - voxel_gi_inst->render_index = i; - } + gi.voxel_gi_instance_set_render_index(p_voxel_gi_instances[i], i); } } - if (render_buffers_owner.owns(render_data.render_buffers)) { + if (rb.is_valid()) { // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb current_cluster_builder = rb->cluster_builder; } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) { @@ -3795,11 +3186,14 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData render_state.voxel_gi_count = 0; - if (rb != nullptr && is_dynamic_gi_supported()) { - if (rb->sdfgi) { - rb->sdfgi->update_cascades(); - rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this); - rb->sdfgi->update_light(); + if (rb.is_valid() && is_dynamic_gi_supported()) { + if (rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + if (sdfgi.is_valid()) { + sdfgi->update_cascades(); + sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this); + sdfgi->update_light(); + } } gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this); @@ -3813,33 +3207,51 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements(); } - if (rb != nullptr && rb->vrs_fb.is_valid()) { - // vrs_fb will only be valid if vrs is enabled - vrs->update_vrs_texture(rb->vrs_fb, rb->render_target); + if (rb.is_valid() && vrs) { + RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->get_render_target()); + if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) { + RID vrs_texture = rb->get_texture(RB_SCOPE_VRS, RB_TEXTURE); + + // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for + // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it + // so it needs to be set as our color attachment + + Vector<RID> textures; + textures.push_back(vrs_texture); + + Vector<RD::FramebufferPass> passes; + RD::FramebufferPass pass; + pass.color_attachments.push_back(0); + passes.push_back(pass); + + RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, rb->get_view_count()); + + vrs->update_vrs_texture(vrs_fb, rb->get_render_target()); + } } _render_scene(&render_data, clear_color); - if (p_render_buffers.is_valid()) { - /* - _debug_draw_cluster(p_render_buffers); - _render_buffers_post_process_and_tonemap(&render_data); - */ + if (rb.is_valid()) { + _render_buffers_debug_draw(rb, p_shadow_atlas, p_occluder_debug_tex); - _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex); - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) { + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); Vector<RID> view_rids; - for (int v = 0; v < rb->views.size(); v++) { - view_rids.push_back(rb->views[v].view_texture); + // SDFGI renders at internal resolution, need to check if our debug correctly supports outputting upscaled. + Size2i size = rb->get_internal_size(); + RID source_texture = rb->get_internal_texture(); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + view_rids.push_back(rb->get_internal_texture(v)); } - rb->sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture, view_rids); + sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, size.x, size.y, rb->get_render_target(), source_texture, view_rids); } } } -void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) { +void RendererSceneRenderRD::_debug_draw_cluster(Ref<RenderSceneBuffersRD> p_render_buffers) { if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) { RS::ViewportDebugDraw dd = get_debug_draw_mode(); @@ -4062,24 +3474,7 @@ void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, } bool RendererSceneRenderRD::free(RID p_rid) { - if (render_buffers_owner.owns(p_rid)) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid); - _free_render_buffer_data(rb); - memdelete(rb->data); - if (rb->sdfgi) { - rb->sdfgi->erase(); - memdelete(rb->sdfgi); - rb->sdfgi = nullptr; - } - if (rb->volumetric_fog) { - memdelete(rb->volumetric_fog); - rb->volumetric_fog = nullptr; - } - if (rb->cluster_builder) { - memdelete(rb->cluster_builder); - } - render_buffers_owner.free(p_rid); - } else if (is_environment(p_rid)) { + if (is_environment(p_rid)) { environment_free(p_rid); } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) { RSG::camera_attributes->camera_attributes_free(p_rid); @@ -4430,6 +3825,7 @@ void RendererSceneRenderRD::init() { tone_mapper = memnew(RendererRD::ToneMapper); vrs = memnew(RendererRD::VRS); if (can_use_storage) { + fsr = memnew(RendererRD::FSR); ss_effects = memnew(RendererRD::SSEffects); } } @@ -4447,6 +3843,9 @@ RendererSceneRenderRD::~RendererSceneRenderRD() { if (vrs) { memdelete(vrs); } + if (fsr) { + memdelete(fsr); + } if (ss_effects) { memdelete(ss_effects); } diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index 70109b29da..396faf8108 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -37,18 +37,21 @@ #include "servers/rendering/renderer_rd/cluster_builder_rd.h" #include "servers/rendering/renderer_rd/effects/bokeh_dof.h" #include "servers/rendering/renderer_rd/effects/copy_effects.h" +#include "servers/rendering/renderer_rd/effects/fsr.h" #include "servers/rendering/renderer_rd/effects/ss_effects.h" #include "servers/rendering/renderer_rd/effects/tone_mapper.h" #include "servers/rendering/renderer_rd/effects/vrs.h" #include "servers/rendering/renderer_rd/environment/fog.h" #include "servers/rendering/renderer_rd/environment/gi.h" #include "servers/rendering/renderer_rd/environment/sky.h" +#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_scene.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" struct RenderDataRD { - RID render_buffers; + Ref<RenderSceneBuffersRD> render_buffers; Transform3D cam_transform; Projection cam_projection; @@ -104,15 +107,12 @@ protected: RendererRD::BokehDOF *bokeh_dof = nullptr; RendererRD::CopyEffects *copy_effects = nullptr; RendererRD::ToneMapper *tone_mapper = nullptr; + RendererRD::FSR *fsr = nullptr; RendererRD::VRS *vrs = nullptr; double time = 0.0; double time_step = 0.0; - struct RenderBufferData { - virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) = 0; - virtual ~RenderBufferData() {} - }; - virtual RenderBufferData *_create_render_buffer_data() = 0; + virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0; void _setup_lights(RenderDataRD *p_render_data, const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows); void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform); @@ -127,31 +127,28 @@ protected: virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) = 0; virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &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<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0; + virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0; virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0; - void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); - void _debug_draw_cluster(RID p_render_buffers); - - RenderBufferData *render_buffers_get_data(RID p_render_buffers); + void _debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); + void _debug_draw_cluster(Ref<RenderSceneBuffersRD> p_render_buffers); virtual void _base_uniforms_changed() = 0; - virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0; - virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) = 0; + virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0; + virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0; - void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection); - void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive); - void _process_sss(RID p_render_buffers, const Projection &p_camera); - void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform); + void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection); + void _process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive); + void _process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera); + void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform); - void _copy_framebuffer_to_ssil(RID p_render_buffers); - void _process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far); + void _copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers); bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi); - void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices); + void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer); void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data); void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data); @@ -424,131 +421,22 @@ private: bool use_physical_light_units = false; - /* RENDER BUFFERS */ + /* Cluster builder */ ClusterBuilderSharedDataRD cluster_builder_shared; ClusterBuilderRD *current_cluster_builder = nullptr; - struct RenderBuffers { - RenderBufferData *data = nullptr; - int internal_width = 0; - int internal_height = 0; - int width = 0; - int height = 0; - float fsr_sharpness = 0.2f; - RS::ViewportMSAA msaa_3d = RS::VIEWPORT_MSAA_DISABLED; - RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; - bool use_taa = false; - bool use_debanding = false; - uint32_t view_count = 1; - - RID render_target; - - uint64_t auto_exposure_version = 1; - - RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0] - RID internal_texture; //main texture for rendering to, must be filled after done rendering - RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling) - RID depth_texture; //main depth texture - RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!! - RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling) - RID vrs_texture; // texture for vrs. - RID vrs_fb; // framebuffer to write to our vrs texture - - // Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images) - struct View { - RID view_texture; // texture slice for this view/layer - RID view_depth; // depth slice for this view/layer - RID view_fb; // framebuffer for this view/layer, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!! - }; - Vector<View> views; - - RendererRD::GI::SDFGI *sdfgi = nullptr; - RendererRD::GI::RenderBuffersGI rbgi; - RendererRD::Fog::VolumetricFog *volumetric_fog = nullptr; - - ClusterBuilderRD *cluster_builder = nullptr; - - //built-in textures used for ping pong image processing and blurring - struct Blur { - RID texture; - - struct Mipmap { - RID texture; - int width; - int height; - - // only used on mobile renderer - RID fb; - RID half_texture; - RID half_fb; - }; - - struct Layer { - Vector<Mipmap> mipmaps; - }; - - Vector<Layer> layers; - }; - - Blur blur[2]; //the second one starts from the first mipmap - - struct WeightBuffers { - RID weight; - RID fb; // FB with both texture and weight writing into one level lower - }; - - // 2 full size, 2 half size - WeightBuffers weight_buffers[4]; // Only used in raster - - RID depth_back_texture; - RID depth_back_fb; // only used on mobile - - struct Luminance { - Vector<RID> reduce; - RID current; - - // used only on mobile renderer - Vector<RID> fb; - RID current_fb; - } luminance; - - struct SSEffects { - RID linear_depth; - Vector<RID> linear_depth_slices; - - RID downsample_uniform_set; - - Projection last_frame_projection; - Transform3D last_frame_transform; - - RendererRD::SSEffects::SSAORenderBuffers ssao; - RendererRD::SSEffects::SSILRenderBuffers ssil; - } ss_effects; + /* RENDER BUFFERS */ - RendererRD::SSEffects::SSRRenderBuffers ssr; + void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb); - struct TAA { - RID history; - RID temp; - RID prev_velocity; // Last frame velocity buffer - } taa; - }; + void _render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer); /* GI */ bool screen_space_roughness_limiter = false; float screen_space_roughness_limiter_amount = 0.25; float screen_space_roughness_limiter_limit = 0.18; - mutable RID_Owner<RenderBuffers> render_buffers_owner; - - void _free_render_buffer_data(RenderBuffers *rb); - void _allocate_blur_textures(RenderBuffers *rb); - void _allocate_depth_backbuffer_textures(RenderBuffers *rb); - void _allocate_luminance_textures(RenderBuffers *rb); - - void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer); - /* Cluster */ struct Cluster { @@ -727,11 +615,14 @@ private: uint32_t volumetric_fog_depth = 128; bool volumetric_fog_filter_active = true; - void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes); + void _update_volumetric_fog(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes); public: static RendererSceneRenderRD *get_singleton() { return singleton; } + /* Cluster builder */ + ClusterBuilderSharedDataRD *get_cluster_builder_shared() { return &cluster_builder_shared; } + /* GI */ RendererRD::GI *get_gi() { return &gi; } @@ -774,10 +665,10 @@ public: /* SDFGI UPDATE */ - virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override; - virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override; - virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override; - virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override; + virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override; + virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override; + virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override; + virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override; RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; } /* SKY API */ @@ -1071,42 +962,14 @@ public: virtual float _render_buffers_get_luminance_multiplier(); virtual RD::DataFormat _render_buffers_get_color_format(); virtual bool _render_buffers_can_be_storage(); - virtual RID render_buffers_create() override; - virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override; + virtual Ref<RenderSceneBuffers> render_buffers_create() override; virtual void gi_set_use_half_resolution(bool p_enable) override; - RID render_buffers_get_depth_texture(RID p_render_buffers); - RID render_buffers_get_ao_texture(RID p_render_buffers); - RID render_buffers_get_ssil_texture(RID p_render_buffers); - RID render_buffers_get_back_buffer_texture(RID p_render_buffers); - RID render_buffers_get_back_depth_texture(RID p_render_buffers); - RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers); RID render_buffers_get_default_voxel_gi_buffer(); - RID render_buffers_get_gi_ambient_texture(RID p_render_buffers); - 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; - RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const; - Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const; - Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const; - float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const; - float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const; - uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const; - uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const; - bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const; - float render_buffers_get_sdfgi_energy(RID p_render_buffers) const; - RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const; - - bool render_buffers_has_volumetric_fog(RID p_render_buffers) const; - RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers); - RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers); - float render_buffers_get_volumetric_fog_end(RID p_render_buffers); - float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers); virtual void update_uniform_sets(){}; - virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; + virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl index c8eb78a2f0..c8eb78a2f0 100644 --- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl index fb35d3cde6..fb35d3cde6 100644 --- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl diff --git a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl index b0a0839836..b0a0839836 100644 --- a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl diff --git a/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h new file mode 100644 index 0000000000..d904012914 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h @@ -0,0 +1,48 @@ +/*************************************************************************/ +/* render_buffer_custom_data_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RENDER_BUFFER_CUSTOM_DATA_RD_H +#define RENDER_BUFFER_CUSTOM_DATA_RD_H + +#include "core/object/ref_counted.h" + +class RenderSceneBuffersRD; + +class RenderBufferCustomDataRD : public RefCounted { + GDCLASS(RenderBufferCustomDataRD, RefCounted); + +public: + virtual void configure(RenderSceneBuffersRD *p_render_buffers) = 0; + virtual void free_data() = 0; // called on cleanup + +private: +}; + +#endif // RENDER_BUFFER_CUSTOM_DATA_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp new file mode 100644 index 0000000000..576ec81124 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp @@ -0,0 +1,559 @@ +/*************************************************************************/ +/* render_scene_buffers_rd.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "render_scene_buffers_rd.h" +#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" + +RenderSceneBuffersRD::RenderSceneBuffersRD() { +} + +RenderSceneBuffersRD::~RenderSceneBuffersRD() { + cleanup(); + + data_buffers.clear(); + + // need to investigate if we can remove these things. + if (cluster_builder) { + memdelete(cluster_builder); + } +} + +void RenderSceneBuffersRD::_bind_methods() { + ClassDB::bind_method(D_METHOD("has_texture", "context", "name"), &RenderSceneBuffersRD::has_texture); + // FIXME we can't pass RD::DataFormat, RD::TextureSamples and RD::TextureView in ClassDB, need to solve views differently... + // ClassDB::bind_method(D_METHOD("create_texture", "context", "name", "data_format", "usage_bits", "texture_samples", "size", "layers", "mipmaps", "unique"), &RenderSceneBuffersRD::create_texture); + // ClassDB::bind_method(D_METHOD("create_texture_from_format", "context", "name", "format", "view", "unique"), &RenderSceneBuffersRD::create_texture_from_format); + // ClassDB::bind_method(D_METHOD("create_texture_view", "context", "name", "view_name", "view"), &RenderSceneBuffersRD::has_texture); + ClassDB::bind_method(D_METHOD("get_texture", "context", "name"), &RenderSceneBuffersRD::get_texture); + // ClassDB::bind_method(D_METHOD("get_texture_format", "context", "name"), &RenderSceneBuffersRD::get_texture_format); + ClassDB::bind_method(D_METHOD("get_texture_slice", "context", "name", "layer", "mipmap"), &RenderSceneBuffersRD::get_texture_slice); + ClassDB::bind_method(D_METHOD("get_texture_slice_size", "context", "name", "layer", "mipmap"), &RenderSceneBuffersRD::get_texture_slice_size); + ClassDB::bind_method(D_METHOD("clear_context", "context"), &RenderSceneBuffersRD::clear_context); +} + +void RenderSceneBuffersRD::update_sizes(NamedTexture &p_named_texture) { + ERR_FAIL_COND(p_named_texture.texture.is_null()); + + uint32_t size = p_named_texture.format.array_layers * p_named_texture.format.mipmaps; + p_named_texture.sizes.resize(size); + + Size2i mipmap_size = Size2i(p_named_texture.format.width, p_named_texture.format.height); + + for (uint32_t mipmap = 0; mipmap < p_named_texture.format.mipmaps; mipmap++) { + for (uint32_t layer = 0; layer < p_named_texture.format.array_layers; layer++) { + uint32_t index = layer * p_named_texture.format.mipmaps + mipmap; + + p_named_texture.sizes.ptrw()[index] = mipmap_size; + } + + mipmap_size.width = MAX(1, mipmap_size.width >> 1); + mipmap_size.height = MAX(1, mipmap_size.height >> 1); + } +} + +void RenderSceneBuffersRD::free_named_texture(NamedTexture &p_named_texture) { + if (p_named_texture.texture.is_valid()) { + RD::get_singleton()->free(p_named_texture.texture); + } + p_named_texture.texture = RID(); + p_named_texture.slices.clear(); // slices should be freed automatically as dependents... +} + +void RenderSceneBuffersRD::cleanup() { + // Free our data buffers (but don't destroy them) + for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) { + E.value->free_data(); + } + + // Clear our named textures + for (KeyValue<NTKey, NamedTexture> &E : named_textures) { + free_named_texture(E.value); + } + named_textures.clear(); + + // old stuff, to be re-evaluated... + + for (int i = 0; i < luminance.fb.size(); i++) { + RD::get_singleton()->free(luminance.fb[i]); + } + luminance.fb.clear(); + + for (int i = 0; i < luminance.reduce.size(); i++) { + RD::get_singleton()->free(luminance.reduce[i]); + } + luminance.reduce.clear(); + + if (luminance.current_fb.is_valid()) { + RD::get_singleton()->free(luminance.current_fb); + luminance.current_fb = RID(); + } + + if (luminance.current.is_valid()) { + RD::get_singleton()->free(luminance.current); + luminance.current = RID(); + } + + if (ss_effects.linear_depth.is_valid()) { + RD::get_singleton()->free(ss_effects.linear_depth); + ss_effects.linear_depth = RID(); + ss_effects.linear_depth_slices.clear(); + } + + sse->ssao_free(ss_effects.ssao); + sse->ssil_free(ss_effects.ssil); + sse->ssr_free(ssr); +} + +void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view"); + + target_size = p_target_size; + internal_size = p_internal_size; + + // FIXME, right now we do this because only our clustered renderer supports FSR upscale + // this does mean that with linear upscale if we use subpasses, we could get into trouble. + if (!can_be_storage) { + internal_size = target_size; + } + + if (p_use_taa) { + // Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness. + // This restores sharpness in still images to be roughly at the same level as without TAA, + // but moving scenes will still be blurrier. + p_texture_mipmap_bias -= 0.5; + } + + if (p_screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) { + // Use negative mipmap LOD bias when FXAA is enabled to compensate for loss of sharpness. + // If both TAA and FXAA are enabled, combine their negative LOD biases together. + p_texture_mipmap_bias -= 0.25; + } + + material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias); + + // need to check if we really need to do this here.. + RendererSceneRenderRD::get_singleton()->update_uniform_sets(); + + render_target = p_render_target; + fsr_sharpness = p_fsr_sharpness; + msaa_3d = p_msaa_3d; + screen_space_aa = p_screen_space_aa; + use_taa = p_use_taa; + use_debanding = p_use_debanding; + view_count = p_view_count; + + /* may move this into our clustered renderer data object */ + if (can_be_storage) { + if (cluster_builder == nullptr) { + cluster_builder = memnew(ClusterBuilderRD); + } + cluster_builder->set_shared(RendererSceneRenderRD::get_singleton()->get_cluster_builder_shared()); + } + + // cleanout any old buffers we had. + cleanup(); + + // create our 3D render buffers + { + // Create our color buffer(s) + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (can_be_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer + + // our internal texture should have MSAA support if applicable + if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + } + + create_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR, base_data_format, usage_bits); + } + + // Create our depth buffer + { + // TODO If we have depth buffer supplied externally, pick this up + + RD::DataFormat format; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; + + if (msaa_3d == RS::VIEWPORT_MSAA_DISABLED) { + format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, (RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; + usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + } else { + format = RD::DATA_FORMAT_R32_SFLOAT; + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + } + + create_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH, format, usage_bits); + } + + // VRS (note, our vrs object will only be set if VRS is supported) + RID vrs_texture; + RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target); + if (vrs && vrs_mode != RS::VIEWPORT_VRS_DISABLED) { + uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + vrs_texture = create_texture(RB_SCOPE_VRS, RB_TEXTURE, RD::DATA_FORMAT_R8_UINT, usage_bits, RD::TEXTURE_SAMPLES_1, vrs->get_vrs_texture_size(internal_size)); + } + + for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) { + E.value->configure(this); + } + + if (cluster_builder) { + RID sampler = RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + cluster_builder->setup(internal_size, max_cluster_elements, get_depth_texture(), sampler, get_internal_texture()); + } +} + +void RenderSceneBuffersRD::set_fsr_sharpness(float p_fsr_sharpness) { + fsr_sharpness = p_fsr_sharpness; +} + +void RenderSceneBuffersRD::set_texture_mipmap_bias(float p_texture_mipmap_bias) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias); +} + +void RenderSceneBuffersRD::set_use_debanding(bool p_use_debanding) { + use_debanding = p_use_debanding; +} + +// Named textures + +bool RenderSceneBuffersRD::has_texture(const StringName &p_context, const StringName &p_texture_name) const { + NTKey key(p_context, p_texture_name); + + return named_textures.has(key); +} + +RID RenderSceneBuffersRD::create_texture(const StringName &p_context, const StringName &p_texture_name, const RD::DataFormat p_data_format, const uint32_t p_usage_bits, const RD::TextureSamples p_texture_samples, const Size2i p_size, const uint32_t p_layers, const uint32_t p_mipmaps, bool p_unique) { + // Keep some useful data, we use default values when these are 0. + Size2i size = p_size == Size2i(0, 0) ? internal_size : p_size; + uint32_t layers = p_layers == 0 ? view_count : p_layers; + uint32_t mipmaps = p_mipmaps == 0 ? 1 : p_mipmaps; + + // Create our texture + RD::TextureFormat tf; + tf.format = p_data_format; + if (layers > 1) { + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + } + + tf.width = size.x; + tf.height = size.y; + tf.depth = 1; + tf.array_layers = layers; + tf.mipmaps = mipmaps; + tf.usage_bits = p_usage_bits; + tf.samples = p_texture_samples; + + return create_texture_from_format(p_context, p_texture_name, tf, RD::TextureView(), p_unique); +} + +RID RenderSceneBuffersRD::create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const RD::TextureFormat &p_texture_format, RD::TextureView p_view, bool p_unique) { + // TODO p_unique, if p_unique is true, this is a texture that can be shared. This will be implemented later as an optimisation. + + NTKey key(p_context, p_texture_name); + + // check if this is a known texture + if (named_textures.has(key)) { + return named_textures[key].texture; + } + + // Add a new entry.. + NamedTexture &named_texture = named_textures[key]; + named_texture.format = p_texture_format; + named_texture.is_unique = p_unique; + named_texture.texture = RD::get_singleton()->texture_create(p_texture_format, p_view); + + Array arr; + arr.push_back(p_context); + arr.push_back(p_texture_name); + RD::get_singleton()->set_resource_name(named_texture.texture, String("RenderBuffer {0}/{1}").format(arr)); + + update_sizes(named_texture); + + // The rest is lazy created.. + + return named_texture.texture; +} + +RID RenderSceneBuffersRD::create_texture_view(const StringName &p_context, const StringName &p_texture_name, const StringName p_view_name, RD::TextureView p_view) { + NTKey view_key(p_context, p_view_name); + + // check if this is a known texture + if (named_textures.has(view_key)) { + return named_textures[view_key].texture; + } + + NTKey key(p_context, p_texture_name); + + ERR_FAIL_COND_V(!named_textures.has(key), RID()); + + NamedTexture &named_texture = named_textures[key]; + NamedTexture &view_texture = named_textures[view_key]; + + view_texture.format = named_texture.format; + view_texture.is_unique = named_texture.is_unique; + + view_texture.texture = RD::get_singleton()->texture_create_shared(p_view, named_texture.texture); + + Array arr; + arr.push_back(p_context); + arr.push_back(p_view_name); + RD::get_singleton()->set_resource_name(view_texture.texture, String("RenderBuffer View {0}/{1}").format(arr)); + + update_sizes(named_texture); + + return view_texture.texture; +} + +RID RenderSceneBuffersRD::get_texture(const StringName &p_context, const StringName &p_texture_name) const { + NTKey key(p_context, p_texture_name); + + ERR_FAIL_COND_V(!named_textures.has(key), RID()); + + return named_textures[key].texture; +} + +const RD::TextureFormat RenderSceneBuffersRD::get_texture_format(const StringName &p_context, const StringName &p_texture_name) const { + NTKey key(p_context, p_texture_name); + + ERR_FAIL_COND_V(!named_textures.has(key), RD::TextureFormat()); + + return named_textures[key].format; +} + +RID RenderSceneBuffersRD::get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap) { + NTKey key(p_context, p_texture_name); + + // check if this is a known texture + ERR_FAIL_COND_V(!named_textures.has(key), RID()); + NamedTexture &named_texture = named_textures[key]; + ERR_FAIL_COND_V(named_texture.texture.is_null(), RID()); + + // check if we're in bounds + ERR_FAIL_UNSIGNED_INDEX_V(p_layer, named_texture.format.array_layers, RID()); + ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, named_texture.format.mipmaps, RID()); + + // if we don't have multiple layers or mipmaps, we can just return our texture as is + if (named_texture.format.array_layers == 1 && named_texture.format.mipmaps == 1) { + return named_texture.texture; + } + + // get our index and make sure we have enough entries in our slices vector + uint32_t index = p_layer * named_texture.format.mipmaps + p_mipmap; + while (named_texture.slices.size() <= int(index)) { + named_texture.slices.push_back(RID()); + } + + // create our slice if we don't have it already + if (named_texture.slices[index].is_null()) { + named_texture.slices.ptrw()[index] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), named_texture.texture, p_layer, p_mipmap); + + Array arr; + arr.push_back(p_context); + arr.push_back(p_texture_name); + arr.push_back(itos(p_layer)); + arr.push_back(itos(p_mipmap)); + RD::get_singleton()->set_resource_name(named_texture.slices[index], String("RenderBuffer {0}/{1} slice {2}/{3}").format(arr)); + } + + // and return our slice + return named_texture.slices[index]; +} + +Size2i RenderSceneBuffersRD::get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap) { + NTKey key(p_context, p_texture_name); + + // check if this is a known texture + ERR_FAIL_COND_V(!named_textures.has(key), Size2i()); + NamedTexture &named_texture = named_textures[key]; + ERR_FAIL_COND_V(named_texture.texture.is_null(), Size2i()); + + // check if we're in bounds + ERR_FAIL_UNSIGNED_INDEX_V(p_layer, named_texture.format.array_layers, Size2i()); + ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, named_texture.format.mipmaps, Size2i()); + + // get our index + uint32_t index = p_layer * named_texture.format.mipmaps + p_mipmap; + + // and return our size + return named_texture.sizes[index]; +} + +void RenderSceneBuffersRD::clear_context(const StringName &p_context) { + Vector<NTKey> to_free; // free these + + // Find all entries for our context, we don't want to free them yet or our loop fails. + for (KeyValue<NTKey, NamedTexture> &E : named_textures) { + if (E.key.context == p_context) { + to_free.push_back(E.key); + } + } + + // Now free these and remove them from our textures + for (NTKey &key : to_free) { + free_named_texture(named_textures[key]); + named_textures.erase(key); + } +} + +// Allocate shared buffers +void RenderSceneBuffersRD::allocate_blur_textures() { + if (has_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0)) { + // already allocated... + return; + } + + uint32_t mipmaps_required = Image::get_image_required_mipmaps(internal_size.x, internal_size.y, Image::FORMAT_RGBAH); + + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + if (can_be_storage) { + usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT; + } else { + usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + } + + create_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, base_data_format, usage_bits, RD::TEXTURE_SAMPLES_1, internal_size, view_count, mipmaps_required); + create_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, base_data_format, usage_bits, RD::TEXTURE_SAMPLES_1, Size2i(internal_size.x >> 1, internal_size.y >> 1), view_count, mipmaps_required - 1); + + // if !can_be_storage we need a half width version + if (!can_be_storage) { + create_texture(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, base_data_format, usage_bits, RD::TEXTURE_SAMPLES_1, Size2i(internal_size.x >> 1, internal_size.y), 1, mipmaps_required); + } + + // TODO redo this: + if (!can_be_storage) { + // create 4 weight textures, 2 full size, 2 half size + + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP + tf.width = internal_size.x; + tf.height = internal_size.y; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; // Our DOF effect handles one eye per turn + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + tf.mipmaps = 1; + for (uint32_t i = 0; i < 4; i++) { + // associated blur texture + RID texture; + if (i == 1) { + texture = get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0); + } else if (i == 2) { + texture = get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0); + } else if (i == 3) { + texture = get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1); + } + + // create weight texture + weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView()); + + // create frame buffer + Vector<RID> fb; + if (i != 0) { + fb.push_back(texture); + } + fb.push_back(weight_buffers[i].weight); + weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb); + + if (i == 1) { + // next 2 are half size + tf.width = MAX(1u, tf.width >> 1); + tf.height = MAX(1u, tf.height >> 1); + } + } + } +} + +// Data buffers + +bool RenderSceneBuffersRD::has_custom_data(const StringName &p_name) { + return data_buffers.has(p_name); +} + +void RenderSceneBuffersRD::set_custom_data(const StringName &p_name, Ref<RenderBufferCustomDataRD> p_data) { + if (p_data.is_valid()) { + data_buffers[p_name] = p_data; + } else if (has_custom_data(p_name)) { + data_buffers.erase(p_name); + } +} + +Ref<RenderBufferCustomDataRD> RenderSceneBuffersRD::get_custom_data(const StringName &p_name) const { + ERR_FAIL_COND_V(!data_buffers.has(p_name), Ref<RenderBufferCustomDataRD>()); + + Ref<RenderBufferCustomDataRD> ret = data_buffers[p_name]; + + return ret; +} + +// Velocity texture. + +void RenderSceneBuffersRD::ensure_velocity() { + if (!has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY)) { + uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + + if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) { + uint32_t msaa_usage_bits = usage_bits | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + + const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { + RD::TEXTURE_SAMPLES_1, + RD::TEXTURE_SAMPLES_2, + RD::TEXTURE_SAMPLES_4, + RD::TEXTURE_SAMPLES_8, + }; + + create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA, RD::DATA_FORMAT_R16G16_SFLOAT, msaa_usage_bits, ts[msaa_3d]); + } + + create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY, RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits); + } +} + +RID RenderSceneBuffersRD::get_velocity_buffer(bool p_get_msaa) { + if (p_get_msaa) { + if (!has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA)) { + return RID(); + } else { + return get_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA); + } + } else { + if (!has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY)) { + return RID(); + } else { + return get_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY); + } + } +} diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h new file mode 100644 index 0000000000..adaf075f80 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h @@ -0,0 +1,256 @@ +/*************************************************************************/ +/* render_scene_buffers_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RENDER_SCENE_BUFFERS_RD_H +#define RENDER_SCENE_BUFFERS_RD_H + +#include "core/templates/hash_map.h" +#include "servers/rendering/renderer_rd/effects/vrs.h" +#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h" +#include "servers/rendering/renderer_scene.h" +#include "servers/rendering/rendering_device.h" +#include "servers/rendering/storage/render_scene_buffers.h" + +// These can be retired in due time +#include "servers/rendering/renderer_rd/cluster_builder_rd.h" +#include "servers/rendering/renderer_rd/effects/ss_effects.h" +#include "servers/rendering/renderer_rd/environment/fog.h" + +#define RB_SCOPE_BUFFERS SNAME("render_buffers") +#define RB_SCOPE_VRS SNAME("VRS") + +#define RB_TEXTURE SNAME("texture") +#define RB_TEX_COLOR SNAME("color") +#define RB_TEX_COLOR_MSAA SNAME("color_msaa") +#define RB_TEX_DEPTH SNAME("depth") +#define RB_TEX_DEPTH_MSAA SNAME("depth_msaa") +#define RB_TEX_VELOCITY SNAME("velocity") +#define RB_TEX_VELOCITY_MSAA SNAME("velocity_msaa") + +#define RB_TEX_BLUR_0 SNAME("blur_0") +#define RB_TEX_BLUR_1 SNAME("blur_1") +#define RB_TEX_HALF_BLUR SNAME("half_blur") // only for raster! + +#define RB_TEX_BACK_DEPTH SNAME("back_depth") + +class RenderSceneBuffersRD : public RenderSceneBuffers { + GDCLASS(RenderSceneBuffersRD, RenderSceneBuffers); + +private: + bool can_be_storage = true; + uint32_t max_cluster_elements = 512; + RD::DataFormat base_data_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + RendererRD::SSEffects *sse = nullptr; + RendererRD::VRS *vrs = nullptr; + uint64_t auto_exposure_version = 1; + + // Our render target represents our final destination that we display on screen. + RID render_target; + Size2i target_size = Size2i(0, 0); + uint32_t view_count = 1; + + // The internal size of the textures we render 3D to in case we render at a lower resolution and upscale + Size2i internal_size = Size2i(0, 0); + float fsr_sharpness = 0.2f; + + // Aliassing settings + RS::ViewportMSAA msaa_3d = RS::VIEWPORT_MSAA_DISABLED; + RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; + bool use_taa = false; + bool use_debanding = false; + + // Named Textures + + struct NTKey { + StringName context; + StringName buffer_name; + + bool operator==(const NTKey &p_val) const { + return (context == p_val.context) && (buffer_name == p_val.buffer_name); + } + + static uint32_t hash(const NTKey &p_val) { + // FIXME, properly hash two stringnames together + uint32_t h = p_val.context.hash(); + h = hash_murmur3_one_32(p_val.buffer_name.hash(), h); + return hash_fmix32(h); + } + + NTKey() {} + NTKey(const StringName p_context, const StringName p_texture_name) { + context = p_context; + buffer_name = p_texture_name; + } + }; + + struct NamedTexture { + // Cache the data used to create our texture + RD::TextureFormat format; + bool is_unique; // If marked as unique, we return it into our pool + + // Our texture objects, slices are lazy (i.e. only created when requested). + RID texture; + Vector<RID> slices; + Vector<Size2i> sizes; + }; + + mutable HashMap<NTKey, NamedTexture, NTKey> named_textures; + void update_sizes(NamedTexture &p_named_texture); + void free_named_texture(NamedTexture &p_named_texture); + + // Data buffers + mutable HashMap<StringName, Ref<RenderBufferCustomDataRD>> data_buffers; + +protected: + static void _bind_methods(); + +public: + RenderSceneBuffersRD(); + virtual ~RenderSceneBuffersRD(); + + // info from our renderer + void set_can_be_storage(const bool p_can_be_storage) { can_be_storage = p_can_be_storage; } + void set_max_cluster_elements(const uint32_t p_max_elements) { max_cluster_elements = p_max_elements; } + void set_base_data_format(const RD::DataFormat p_base_data_format) { base_data_format = p_base_data_format; } + RD::DataFormat get_base_data_format() const { return base_data_format; } + void set_sseffects(RendererRD::SSEffects *p_ss_effects) { sse = p_ss_effects; } + void set_vrs(RendererRD::VRS *p_vrs) { vrs = p_vrs; } + + void cleanup(); + virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override; + virtual void set_fsr_sharpness(float p_fsr_sharpness) override; + virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override; + virtual void set_use_debanding(bool p_use_debanding) override; + + // Named Textures + + bool has_texture(const StringName &p_context, const StringName &p_texture_name) const; + RID create_texture(const StringName &p_context, const StringName &p_texture_name, const RD::DataFormat p_data_format, const uint32_t p_usage_bits, const RD::TextureSamples p_texture_samples = RD::TEXTURE_SAMPLES_1, const Size2i p_size = Size2i(0, 0), const uint32_t p_layers = 0, const uint32_t p_mipmaps = 1, bool p_unique = true); + RID create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const RD::TextureFormat &p_texture_format, RD::TextureView p_view = RD::TextureView(), bool p_unique = true); + RID create_texture_view(const StringName &p_context, const StringName &p_texture_name, const StringName p_view_name, RD::TextureView p_view = RD::TextureView()); + RID get_texture(const StringName &p_context, const StringName &p_texture_name) const; + const RD::TextureFormat get_texture_format(const StringName &p_context, const StringName &p_texture_name) const; + RID get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap); + Size2i get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap); + + void clear_context(const StringName &p_context); + + // Allocate shared buffers + void allocate_blur_textures(); + + // Custom data + bool has_custom_data(const StringName &p_name); + void set_custom_data(const StringName &p_name, Ref<RenderBufferCustomDataRD> p_data); + Ref<RenderBufferCustomDataRD> get_custom_data(const StringName &p_name) const; + + // Getters + + _FORCE_INLINE_ RID get_render_target() const { return render_target; } + _FORCE_INLINE_ uint32_t get_view_count() const { return view_count; } + _FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; } + _FORCE_INLINE_ Size2i get_target_size() const { return target_size; } + _FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; } + _FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa_3d; } + _FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; } + _FORCE_INLINE_ bool get_use_taa() const { return use_taa; } + _FORCE_INLINE_ bool get_use_debanding() const { return use_debanding; } + + uint64_t get_auto_exposure_version() const { return auto_exposure_version; } + void set_auto_exposure_version(const uint64_t p_auto_exposure_version) { auto_exposure_version = p_auto_exposure_version; } + + // For our internal textures we provide some easy access methods. + + _FORCE_INLINE_ RID get_internal_texture() const { + return get_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR); + } + _FORCE_INLINE_ RID get_internal_texture(const uint32_t p_layer) { + return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_COLOR, p_layer, 0); + } + + _FORCE_INLINE_ RID get_depth_texture() const { + return get_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH); + } + _FORCE_INLINE_ RID get_depth_texture(const uint32_t p_layer) { + return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_DEPTH, p_layer, 0); + } + + // back buffer (color) + RID get_back_buffer_texture() const { return has_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0) ? get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0) : RID(); } // We (re)use our blur texture here. + + // Velocity, currently only used by TAA (Clustered) but we'll be using this in other places soon too. + + void ensure_velocity(); + bool has_velocity_buffer(bool p_has_msaa) { return has_texture(RB_SCOPE_BUFFERS, p_has_msaa ? RB_TEX_VELOCITY_MSAA : RB_TEX_VELOCITY); } + RID get_velocity_buffer(bool p_get_msaa); + RID get_velocity_buffer(bool p_get_msaa, uint32_t p_layer) { return get_texture_slice(RB_SCOPE_BUFFERS, p_get_msaa ? RB_TEX_VELOCITY_MSAA : RB_TEX_VELOCITY, p_layer, 0); } + + //////////////////////////////////////////////////////////////////////////////////////////////////////////// + // Everything after this needs to be re-evaluated, this is all old implementation + + ClusterBuilderRD *cluster_builder = nullptr; + + struct WeightBuffers { + RID weight; + RID fb; // FB with both texture and weight writing into one level lower + }; + + // 2 full size, 2 half size + WeightBuffers weight_buffers[4]; // Only used in raster + + struct Luminance { + Vector<RID> reduce; + RID current; + + // used only on mobile renderer + Vector<RID> fb; + RID current_fb; + } luminance; + + struct SSEffects { + RID linear_depth; + Vector<RID> linear_depth_slices; + + RID downsample_uniform_set; + + Projection last_frame_projection; + Transform3D last_frame_transform; + + RendererRD::SSEffects::SSAORenderBuffers ssao; + RendererRD::SSEffects::SSILRenderBuffers ssil; + } ss_effects; + + RendererRD::SSEffects::SSRRenderBuffers ssr; + + RID get_ao_texture() const { return ss_effects.ssao.ao_final; } + RID get_ssil_texture() const { return ss_effects.ssil.ssil_final; } +}; + +#endif // RENDER_SCENE_BUFFERS_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp index ce19187071..b87b4d4a0f 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp @@ -2120,6 +2120,7 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) { if (rt->color.is_valid()) { RD::get_singleton()->free(rt->color); } + rt->color_slices.clear(); // these are automatically freed. if (rt->color_multisample.is_valid()) { RD::get_singleton()->free(rt->color_multisample); @@ -2174,6 +2175,7 @@ void TextureStorage::_update_render_target(RenderTarget *rt) { } rd_color_attachment_format.samples = RD::TEXTURE_SAMPLES_1; rd_color_attachment_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + rd_color_attachment_format.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; // FIXME we need this only when FSR is enabled rd_color_attachment_format.shareable_formats.push_back(rt->color_format); rd_color_attachment_format.shareable_formats.push_back(rt->color_format_srgb); if (rt->msaa != RS::VIEWPORT_MSAA_DISABLED) { @@ -2392,6 +2394,24 @@ RID TextureStorage::render_target_get_rd_texture(RID p_render_target) { return rt->color; } +RID TextureStorage::render_target_get_rd_texture_slice(RID p_render_target, uint32_t p_layer) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + if (rt->view_count == 1) { + return rt->color; + } else { + ERR_FAIL_UNSIGNED_INDEX_V(p_layer, rt->view_count, RID()); + if (rt->color_slices.size() == 0) { + for (uint32_t v = 0; v < rt->view_count; v++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->color, v, 0); + rt->color_slices.push_back(slice); + } + } + return rt->color_slices[p_layer]; + } +} + RID TextureStorage::render_target_get_rd_backbuffer(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, RID()); diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h index 25d355d878..a3acad30f3 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h @@ -254,6 +254,7 @@ private: uint32_t view_count; RID framebuffer; RID color; + Vector<RID> color_slices; RID color_multisample; // Needed when MSAA is enabled. RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; @@ -589,6 +590,7 @@ public: Size2 render_target_get_size(RID p_render_target); RID render_target_get_rd_framebuffer(RID p_render_target); RID render_target_get_rd_texture(RID p_render_target); + RID render_target_get_rd_texture_slice(RID p_render_target, uint32_t p_layer); RID render_target_get_rd_backbuffer(RID p_render_target); RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target); diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp index fcef2f24bf..b80bcd514f 100644 --- a/servers/rendering/renderer_rd/storage_rd/utilities.cpp +++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp @@ -155,8 +155,8 @@ void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance Dependency *dependency = TextureStorage::get_singleton()->decal_get_dependency(p_base); p_instance->update_dependency(dependency); } else if (GI::get_singleton()->owns_voxel_gi(p_base)) { - GI::VoxelGI *gip = GI::get_singleton()->get_voxel_gi(p_base); - p_instance->update_dependency(&gip->dependency); + Dependency *dependency = GI::get_singleton()->voxel_gi_get_dependency(p_base); + p_instance->update_dependency(dependency); } else if (LightStorage::get_singleton()->owns_lightmap(p_base)) { Dependency *dependency = LightStorage::get_singleton()->lightmap_get_dependency(p_base); p_instance->update_dependency(dependency); diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h index ceb205a2f6..807fc09498 100644 --- a/servers/rendering/renderer_scene.h +++ b/servers/rendering/renderer_scene.h @@ -31,6 +31,7 @@ #ifndef RENDERER_SCENE_H #define RENDERER_SCENE_H +#include "servers/rendering/storage/render_scene_buffers.h" #include "servers/rendering_server.h" #include "servers/xr/xr_interface.h" @@ -287,9 +288,7 @@ public: /* Render Buffers */ - virtual RID render_buffers_create() = 0; - - virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) = 0; + virtual Ref<RenderSceneBuffers> render_buffers_create() = 0; virtual void gi_set_use_half_resolution(bool p_enable) = 0; @@ -300,13 +299,13 @@ public: virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0; - virtual void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) = 0; + virtual void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas) = 0; struct RenderInfo { int info[RS::VIEWPORT_RENDER_INFO_TYPE_MAX][RS::VIEWPORT_RENDER_INFO_MAX] = {}; }; - virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0; + virtual void render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0; virtual void update() = 0; virtual void render_probes() = 0; diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 5276322651..c7df8ebadb 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -2450,7 +2450,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons return animated_material_found; } -void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) { +void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) { #ifndef _3D_DISABLED Camera *camera = camera_owner.get_or_null(p_camera); @@ -2910,7 +2910,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul } } -void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_attributes, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) { +void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) { Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it Scenario *scenario = scenario_owner.get_or_null(p_scenario); @@ -3270,8 +3270,6 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) { render_sdfgi_data[i].instances.clear(); } - - // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0; } RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) { @@ -3295,7 +3293,7 @@ RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) { return RID(); } -void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) { +void RendererSceneCull::render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas) { #ifndef _3D_DISABLED Scenario *scenario = scenario_owner.get_or_null(p_scenario); @@ -3383,7 +3381,8 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int RendererSceneRender::CameraData camera_data; camera_data.set_camera(xform, cm, false, false); - _render_scene(&camera_data, RID(), environment, RID(), RSG::light_storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows); + Ref<RenderSceneBuffers> render_buffers; + _render_scene(&camera_data, render_buffers, environment, RID(), RSG::light_storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows); } else { //do roughness postprocess step until it believes it's done diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index 6fff6827c0..871b7a68d2 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -1055,10 +1055,10 @@ public: _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data); bool _render_reflection_probe_step(Instance *p_instance, int p_step); - void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_attributes, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr); - void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas); + void _render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr); + void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas); - void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr); + void render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr); void update_dirty_instances(); void render_particle_colliders(); @@ -1253,8 +1253,7 @@ public: /* Render Buffers */ - PASS0R(RID, render_buffers_create) - PASS13(render_buffers_configure, RID, RID, int, int, int, int, float, float, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, bool, uint32_t) + PASS0R(Ref<RenderSceneBuffers>, render_buffers_create) PASS1(gi_set_use_half_resolution, bool) /* Shadow Atlas */ diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h index 6684773cbc..535348a29b 100644 --- a/servers/rendering/renderer_scene_render.h +++ b/servers/rendering/renderer_scene_render.h @@ -36,6 +36,7 @@ #include "servers/rendering/renderer_geometry_instance.h" #include "servers/rendering/renderer_scene.h" #include "servers/rendering/storage/environment_storage.h" +#include "storage/render_scene_buffers.h" #include "storage/utilities.h" class RendererSceneRender { @@ -68,10 +69,10 @@ public: /* SDFGI UPDATE */ - virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) = 0; - virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const = 0; - virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const = 0; - virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const = 0; + virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) = 0; + virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const = 0; + virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const = 0; + virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const = 0; /* SKY API */ @@ -317,7 +318,7 @@ public: void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect); }; - virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0; + virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0; virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) = 0; @@ -326,8 +327,7 @@ public: virtual void set_time(double p_time, double p_step) = 0; virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0; - virtual RID render_buffers_create() = 0; - virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) = 0; + virtual Ref<RenderSceneBuffers> render_buffers_create() = 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; diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index b6f515b223..d466f90e79 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -110,8 +110,7 @@ Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) { if (p_viewport->render_buffers.is_valid()) { if (p_viewport->size.width == 0 || p_viewport->size.height == 0) { - RSG::scene->free(p_viewport->render_buffers); - p_viewport->render_buffers = RID(); + p_viewport->render_buffers.unref(); } else { const float scaling_3d_scale = p_viewport->scaling_3d_scale; RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode; @@ -177,7 +176,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) { // to compensate for the loss of sharpness. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias; - RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa_3d, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->get_view_count()); + p_viewport->render_buffers->configure(p_viewport->render_target, Size2i(render_width, render_height), Size2(width, height), p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa_3d, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->get_view_count()); } } } @@ -784,7 +783,9 @@ void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpn ERR_FAIL_COND(!viewport); viewport->fsr_sharpness = p_sharpness; - _configure_3d_render_buffers(viewport); + if (viewport->render_buffers.is_valid()) { + viewport->render_buffers->set_fsr_sharpness(p_sharpness); + } } void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) { @@ -792,7 +793,9 @@ void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_ ERR_FAIL_COND(!viewport); viewport->texture_mipmap_bias = p_mipmap_bias; - _configure_3d_render_buffers(viewport); + if (viewport->render_buffers.is_valid()) { + viewport->render_buffers->set_texture_mipmap_bias(p_mipmap_bias); + } } void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) { @@ -1128,7 +1131,9 @@ void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_deb return; } viewport->use_debanding = p_use_debanding; - _configure_3d_render_buffers(viewport); + if (viewport->render_buffers.is_valid()) { + viewport->render_buffers->set_use_debanding(p_use_debanding); + } } void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) { @@ -1284,7 +1289,7 @@ bool RendererViewport::free(RID p_rid) { RSG::texture_storage->render_target_free(viewport->render_target); RSG::scene->free(viewport->shadow_atlas); if (viewport->render_buffers.is_valid()) { - RSG::scene->free(viewport->render_buffers); + viewport->render_buffers.unref(); } while (viewport->canvas_map.begin()) { diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h index f64b2a986f..a123c70372 100644 --- a/servers/rendering/renderer_viewport.h +++ b/servers/rendering/renderer_viewport.h @@ -38,6 +38,7 @@ #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" #include "servers/xr/xr_interface.h" +#include "storage/render_scene_buffers.h" class RendererViewport { public: @@ -64,7 +65,7 @@ public: RS::ViewportUpdateMode update_mode = RenderingServer::VIEWPORT_UPDATE_WHEN_VISIBLE; RID render_target; RID render_target_texture; - RID render_buffers; + Ref<RenderSceneBuffers> render_buffers; RS::ViewportMSAA msaa_2d = RenderingServer::VIEWPORT_MSAA_DISABLED; RS::ViewportMSAA msaa_3d = RenderingServer::VIEWPORT_MSAA_DISABLED; diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h index 276ba8f247..ed88f57a94 100644 --- a/servers/rendering/rendering_device.h +++ b/servers/rendering/rendering_device.h @@ -464,6 +464,32 @@ public: Vector<DataFormat> shareable_formats; bool is_resolve_buffer = false; + bool operator==(const TextureFormat &b) const { + if (format != b.format) { + return false; + } else if (width != b.width) { + return false; + } else if (height != b.height) { + return false; + } else if (depth != b.depth) { + return false; + } else if (array_layers != b.array_layers) { + return false; + } else if (mipmaps != b.mipmaps) { + return false; + } else if (texture_type != b.texture_type) { + return false; + } else if (samples != b.samples) { + return false; + } else if (usage_bits != b.usage_bits) { + return false; + } else if (shareable_formats != b.shareable_formats) { + return false; + } else { + return true; + } + } + TextureFormat() { format = DATA_FORMAT_R8_UNORM; width = 1; diff --git a/servers/rendering/storage/render_scene_buffers.cpp b/servers/rendering/storage/render_scene_buffers.cpp new file mode 100644 index 0000000000..104700090f --- /dev/null +++ b/servers/rendering/storage/render_scene_buffers.cpp @@ -0,0 +1,51 @@ +/*************************************************************************/ +/* render_scene_buffers.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "render_scene_buffers.h" + +void RenderSceneBuffers::_bind_methods() { + ClassDB::bind_method(D_METHOD("configure", "render_target", "internal_size", "target_size", "fsr_sharpness", "texture_mipmap_bias", "msaa", "screen_space_aa", "use_taa", "use_debanding", "view_count"), &RenderSceneBuffers::configure); +} + +void RenderSceneBuffers::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { + GDVIRTUAL_CALL(_configure, p_render_target, p_internal_size, p_target_size, p_fsr_sharpness, p_texture_mipmap_bias, p_msaa, p_screen_space_aa, p_use_taa, p_use_debanding, p_view_count); +}; + +void RenderSceneBuffers::set_fsr_sharpness(float p_fsr_sharpness) { + GDVIRTUAL_CALL(_set_fsr_sharpness, p_fsr_sharpness); +} + +void RenderSceneBuffers::set_texture_mipmap_bias(float p_texture_mipmap_bias) { + GDVIRTUAL_CALL(_set_texture_mipmap_bias, p_texture_mipmap_bias); +} + +void RenderSceneBuffers::set_use_debanding(bool p_use_debanding) { + GDVIRTUAL_CALL(_set_use_debanding, p_use_debanding); +} diff --git a/servers/rendering/storage/render_scene_buffers.h b/servers/rendering/storage/render_scene_buffers.h new file mode 100644 index 0000000000..e28e3201ae --- /dev/null +++ b/servers/rendering/storage/render_scene_buffers.h @@ -0,0 +1,60 @@ +/*************************************************************************/ +/* render_scene_buffers.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RENDER_SCENE_BUFFERS_H +#define RENDER_SCENE_BUFFERS_H + +#include "core/object/ref_counted.h" +#include "servers/rendering_server.h" + +class RenderSceneBuffers : public RefCounted { + GDCLASS(RenderSceneBuffers, RefCounted); + +protected: + static void _bind_methods(); + + GDVIRTUAL10(_configure, RID, Size2i, Size2i, float, float, RS::ViewportMSAA, RenderingServer::ViewportScreenSpaceAA, bool, bool, uint32_t) + GDVIRTUAL1(_set_fsr_sharpness, float) + GDVIRTUAL1(_set_texture_mipmap_bias, float) + GDVIRTUAL1(_set_use_debanding, bool) + +public: + RenderSceneBuffers(){}; + virtual ~RenderSceneBuffers(){}; + + virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count); + + // for those settings that are unlikely to require buffers to be recreated, we'll add setters + virtual void set_fsr_sharpness(float p_fsr_sharpness); + virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias); + virtual void set_use_debanding(bool p_use_debanding); +}; + +#endif // RENDER_SCENE_BUFFERS_H diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp index 7395cd5ad4..7024a25528 100644 --- a/servers/xr/xr_interface_extension.cpp +++ b/servers/xr/xr_interface_extension.cpp @@ -358,9 +358,5 @@ RID XRInterfaceExtension::get_render_target_texture(RID p_render_target) { RID XRInterfaceExtension::get_render_target_depth(RID p_render_target) { // TODO implement this, the problem is that our depth texture isn't part of our render target as it is used for 3D rendering only // but we don't have access to our render buffers from here.... - RendererSceneRenderRD * rd_scene = ?????; - ERR_FAIL_NULL_V_MSG(rd_scene, RID(), "Renderer scene render not setup"); - - return rd_scene->render_buffers_get_depth_texture(????????????); } */ |